11 Aug 2022

Escape the Backrooms

I worked for Fancy Games to create the blueprints for Procedural Level Generation, including the “escapable maze” logic for the hugely successful multiplayer “Escape the Backrooms” from scratch, in addition to various puzzles, 3D effects and lighting. The foundational “escapable maze” logic was set up to allow Fancy Games to use the tool to their fullest extent to create a fantastic, playable experience.

My work included using recursive logic and line-traces to check for an existing path through the maze. If the line traces failed to detect a way to travel across the entire map, it would check every other possibly passage in the maze before giving up and regenerating a different version of the randomized maze, using the designer’s settings, until an escapable maze was generated.

The game has over 69k reviews and rests comfortably at Very Positive, both in Recent and All Reviews.

Security Cameras that could observe other areas of the map live at runtime.
Grabbable puzzles similar to Among Us.
Procedural Level Generation that works with Runtime AI Navigation.
Placing a goal room and making sure it’s reachable through a maze of corridors using only Blueprint logic.
Dynamic lighting generated using Light Functions for the patterned appearance, and placed through procedural generation.
A sample level generated using minimal walls
A demonstration of the designer-friendly level-generation settings
A closeup of the rooms, demonstrating light density on the interiors, and heavy density on the outer area of each room.
Large map size was supported for a lot of playable areas.

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