Aurora Citadel — Procedural Generative Game (Unreal Engine 5)
2025 · team-member · 62-706

Aurora Citadel — Procedural Generative Game (Unreal Engine 5)

Game · Procedural Generation · 3D

A modular procedural-architecture generative game built in Unreal Engine 5 with the Wave Function Collapse plugin. Each level samples from a library of fourteen hand-crafted FBX modules under spatial-grammar constraints, exploring rule-based generation as narrative architecture.

A modular-architecture tower/citadel that generates itself via Wave Function Collapse — each play creates a new spatial configuration. Built in Unreal Engine 5 with AI-generated brutalist textures and PolyHaven materials. 324 MB demo video, 16 GB of final assets, UE5 executable delivered.

![module layout](/assets/aurora-citadel-gen-game/Module Layout.jpg)

Hook

Level design at scale. Rather than authoring a single level, author the generator: tiles + adjacency constraints + WFC solver → infinite valid spatial configurations. Each run of Aurora Citadel produces a different navigable tower from the same module vocabulary.

Context

Course: 62-706 Generative System Design, Spring 2025 — final project. Role: team project (David confirmed — collaborators TBD; need to recover team members’ names from class submissions or group emails).

Theoretical grounding (readings in the submission folder):

  • Served and Servant Spaces (Louis Kahn, 2.6 MB) — architectural theory of primary vs. supporting spaces
  • The Shadow of Information (3.4 MB) — information-theoretic framing of architectural legibility

These readings informed the module system: some tiles are “served” (primary programmatic spaces), others “servant” (circulation, infrastructure).

Approach

Module vocabulary:

  • 14 FBX module tiles: corners, modules, sockets (24–61 MB each)
  • Each tile tagged with adjacency constraints (which tiles can connect on which face)
  • Total vocabulary scales to an infinite constraint-satisfying tower

WFC pipeline:

  1. Define tile set + adjacency rules
  2. Seed empty grid; pick random starting tile
  3. Propagate constraints; collapse least-entropy cells first
  4. Continue until grid fully collapsed → navigable level

Assets:

  • AI-generated textures (4+ PNGs): A_floating_ultra_r_0219223947_texture.png, A_hypermodern_brutal_0219223632_texture.png, Futuristic_Cube_Drone_0219222254_texture.png, Interstellar_Cargo_Cr_0219223150_texture.png — brutalist / futuristic architectural textures
  • PolyHaven materials — brick floor + 6 texture-map channels
  • Megascans integrations

Stack:

  • Unreal Engine 5 — rendering + level scripting
  • WFCPlugin-main 5.4 — Wave Function Collapse plugin (the procedural core)
  • Blueprints (likely — no C++ source indicated)

Outcomes

  • Playable tower — compiled UE5 executable in Final_Submission_Citadel/
  • 5-minute demo videoGame_Design_Final_Video_Demo.mp4 (324 MB)
  • Complete asset library — 16 GB of modules + textures + materials + UE5 project files
  • Theoretical integration — Kahn’s served/servant space theory mapped onto module typology (nice move for a design-school game class)

Artifact size (why not on GitHub)

16 GB of UE5 binaries + 324 MB video demo exceeds any reasonable git repo size — Git LFS would help but was out of scope. Stays local only. For portfolio: embed the 5-minute demo video on the site (hosted on YouTube or Vimeo — David to upload).

David — confirm

  • Team members’ names — David confirmed this is a team project; need collaborator names (from Canvas group, email, or class roster)
  • YouTube / Vimeo upload — the 5-minute demo video exists locally (324 MB); David plans to find the public upload link when time permits
  • Any final presentation slides separate from the video?
  • Local project: W:\CMU_Academics\2025 Spring\62706 Gen Game\Aurora Citadel\
  • Final submission: W:\CMU_Academics\2025 Spring\62706 Gen Game\Final_Submission_Citadel\
  • Demo video (local only, 324 MB): Final_Submission_Citadel\...\Game_Design_Final_Video_Demo.mp4
  • WFCPlugin (plugin used) — reference for the WFC integration
  • Readings in vault: /assets/aurora-citadel-gen-game/Served and Servant Spaces.pdf, /assets/aurora-citadel-gen-game/The_Shadow_of_Information.pdf

None direct — this is an outlier in David’s portfolio (game / procedural, not AI/design-tool). That isolation is actually useful: shows range.


Card built 2026-04-23 from Explore agent Spring 2025 scan. Minimal external-facing content right now (no GitHub, no video URL). Card becomes portfolio-ready once David uploads the demo video to YouTube and confirms team composition.

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