Developer Walk-through
SYSTEMS & RESPONSIBILITIES
This system generates maze-like layouts using Prim’s algorithm logic, producing a fully connected and solvable structure suitable for puzzle paths, dungeon corridors, or exploration spaces.
The maze is treated as a grid-based graph. Starting from a seed cell, the algorithm expands by selecting frontier edges and carving passages while maintaining global connectivity.
Grid size, random seed, corridor thickness, branching bias, start/end rules, and optional constraints such as dead-end trimming or guaranteed main paths.
Implemented procedural logic, validated maze connectivity, and structured the system for reuse in multiple level contexts. Focused on clean data flow and predictable generation.