
Procedural Backrooms Generation System
I built a procedural environment system that generates large, explorable “Backrooms” style layouts at runtime. It combines random room placement with corridor walkers to create a mix of tight hallways, intersections, and open areas while avoiding large inaccessible spaces. The system includes post-processing to break up long walls, connect nearby areas, and improve overall flow. It also features adaptive light placement based on spatial openness and a line of sight LOD system to keep performance stable in dense scenes.
Area
Gameplay Engineering | World & Level Design | User Experience
Work Type
In-House Project
Role
Lead Developer
Key Work
Procedural Generation
Tools
Roblox Studio
Platform
Roblox
Date
May 2026
Client
Axiom Studios









