Master Procedural Maze Generation - Unity 6 Compatible (Udemy.com)
Enhance your game environment creation skills by learning to automate dungeon and maze generation with Unity & Blender.
Created by: Penny de Byl
Last updated February 2025
What you will learn
- How to create modular models in blender that can snap together in Unity to form mazes and dungeons.
- A variety of maze creation algorithms from simple random crawlers to mathematically perfect mazes.
- How the scale, orientation and position of a mesh from Blender can be imported into Unity and manipulated with code.
Quality Score
No CourseDuck member has rated this course yet. Taken it? Give each part a thumbs up or down.
Overall Score : 96 / 100
Course Description
Procedural generation in game development lends itself to the algorithmic generation of unique computer-created environments and gameplay experiences. The power is in its ability to automatically develop game content on the fly, reducing the amount of work required by the game designer. However, a lot of preparation by the programmers and artists is necessary for such a strategy to be implemented. A thorough understanding of the role that both sides of the game development coin (of technical/logic and art/design) play in procedural generation is key for a successful implementation. In this course, Penny and Mike bring a unique experience to both programmers and artists alike and combine their skills and many years of industry and academic knowledge, to bring you a holistic learning experience in which you will find content and invaluable mastery.
This course uses Unity 2020.1 and Blender 2.9 and is Windows and Mac compatible.
The projects in the course have been tested in and work with Unity 6.
Mike will start by teaching you how to model six separate modular meshes that can be put together perfectly to generate an entire maze. He will take you from there into building pieces for a dungeon, where each module is created with a smaller subset of models that can be mixed and matched to speed up your design workflow and production of game assets. You'll create a set of sewer pieces with pipework that snaps together to build a maze and later create the brickwork-textured elements to define a dungeon. Each model will be readied for use in Unity once completed.
Penny will lead you through numerous exercises in the Unity game engine that examine the logic that will snap modular model pieces together using the magic of geometry and mathematics to form an infinite array of maze and dungeon possibilities, worthy of any avid 3D game player. She will take the pieces you create with Mike in Blender and work through a variety of maze generation algorithms to show you the possibilities, from very random environments to perfect mazes that traverse an entire map. She will also work with you to create dungeons with a variety of rooms and interconnecting corridors before exploring multilevel maps, using the A* algorithm for pathfinding and selecting traversable subsets of a complete maze or dungeon.
By the end of this course, you will have a multidisciplinary toolkit of skills that will give you the advantage over others who are "just programmers" or "just artists". Understanding game development that tightly integrates both design and logic from this standpoint is critical to making you a valuable commodity in the job market or preparing you for running an indie operation.
What others are saying about Penny's courses:
I do like Penny de Byl's courses and way of teaching, they are much more specific than your average "master Unity" kind of courses and usually, you don't learn just the engine but also how things work behind the scenes. She's really amazing!
I've been coding for about 3 years and since purchasing Penny's "Animation", and "Procedural Terrain" courses, the excitement and fun have returned once again to my programming.
Penny and her team know their stuff and are just amazing in explaining everything, breaking it down. Most importantly she challenges you to do stuff on your own rather than just "spoon-feeding" you everything. Then she comes back and shows you one way of doing it. Just an amazing course!!!
What others are saying about Mike's courses:
I've used Blender for a number of years, but I'm a total novice next to Mikey and I've learned so very much from him here!
Mikey is an amazing teacher, I can't praise this course highly enough. Worth every penny.
Mikey is a talented, thorough, and clear instructor, and he knows how to make the student think 'for themselves', which is such a great experience.
Instructor Details
- 4.8 Rating
412 Reviews
Penny de Byl
Hi, I'm Dr Penny de Byl. I'm a full stack developer of most things computer sciency and academic with a true passion for teaching. I've been teaching others about games development, programming, computer graphics, animation and web design for over 25 years in universities in Australia and Europe at the full professor level. I've also consulted for Unity, SAE, the Australian Institute of Entertainment and Wikitude. My best selling textbooks including Holistic Game Development with Unity are used in over 100 institutions world-wide. My graduates work at companies like Apple, Ubisoft, LinkedIn and Deloitte Digital.
I have an honours degree in computer graphics and a Ph.D. in artificial intelligence for games characters. Over the course of my career I've won numerous awards for teaching excellence at the state, national and international levels including the Australian Learning and Teaching Council's Excellence in Teaching Award and the Unity Mobile Game Curriculum Competition. My approach to teaching computer science and related fields is project-based giving you hands-on workshops you can immediately get your teeth into.
I want you to leave my virtual classroom fully armed with a toolkit of skills for life-long learning. I'm excited to now be focussing my efforts full-time on Udemy to bring my years of knowledge and experience to those eager to learn about technology.
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Reviews
By Anonymized User on 10/4/2023
Thank you very much to Penny for this course! It was extremely challenging for me with absolutely no programming background at all, but instructors like yourself I feel make it possible for me to actually learn about the theory and thought processes that enable these procedural ways of doing things, without having to enroll in a school environment. Being able to generate worlds procedurally really help to freshen each playthrough and I can see myself implementing it in many different ways! Also thanks to Mike's blender courses, which can get a bit overwhelming at times, but informative nonetheless!
By Miguel Yee on 11/22/2022
After 7 years of making games and taking courses, I finally feel able to make my own games from scratch, and this is in huge part thanks to this course because the instructors, Penny and Mikey, really take the time to talk about the issues that other instructors don't take into account while making games, like the importing issues from Blender to Unity, or how to truly create modular assets, and of course, all the amazing algorithms and how to use them and reuse them for other purposes, using the A* algorithm to create mazes was mind blowing. If I could give this course a 10/5 stars rating, I would, it is the best game development course out there.
By Daniel Candler on 4/9/2022
I've taken some great courses on this site, this has to be the best in terms of volume, clarity and thoroughness. In this course you will: 1) Learn several procedural generation methods 2) Learn some cool Blender functionality 3) Learn how to make a pathfinding algorithm I was only expecting number 1) but seeing how much extra stuff is here, I'm definitely coming back to go deeper and help some of the trickier stuff sink in. Can not recommend enough. Do this course now!
By Austin Monks on 9/15/2021
Great course. I’m nearly finished it so my rating is based on the whole course as opposed to reviewing it after watching one lesson (which Udemy asks quite often). I’d consider myself an intermediate coder and found this a healthy challenge. I’ve already started experimenting with my own algorithm for my game and it’s working. So yeah, I would definitely recommend.
By David Pulcifer on 7/26/2021
This is honestly two courses in one. The procedural maze content is fantastic, but the unexpected bonus that made me really love this course is this is the first course I've taken that walks you through the entire process of building something in Blender and bringing it into unity; along with setting up textures and UV mapping. I've always felt pegged to using asset store assets because I didn't feel comfortable bringing my own assets in from Blender. This course has opened up a lot of possibilities on that end. The main area that could be improved is there are some areas where simple refactoring of the code would have saved me a lot of time following along with the lessons. I'm not too concerned about non-optimized code, but in this case there were several points where the course has you add new functionality, requiring you to go through big trees of if statements copying the same code over and over. A simple refactor to eliminate redundant code in a couple places would optimize the learning experience so less time is spent on updating code and more on learning the principles. But that's just an annoyance, the material here is absolutely gold.
By Gauvater Ib on 5/2/2021
Great idea to bring Unity and Blender together making this course a uniquely useful combination of scripting & design. Just perfect for the hobbyist like me who is still learning the basics of both aspects of game designing!
By Jax Jaxon on 2/4/2021
Once again Penny delivers very understandable and easy to follow course on algorithmic maze generation. This time she's accompanied with Mike Bridges who goes through the process of doing the modular maze pieces in Blender. Course structure is divided into two different logical parts where one part consists of understanding (and coding) the maze generation algorithms and other part is actually hopping into Blender and creating the pieces needed to visually represent the maze. I found everything very easy to follow and course was well paced. One piece of criticism is the lack of graph theory use as basis for the maze generation. Most of the presented maze generation algorithms are based on graph theory and it would have been good to start from that theory. It would have given the basis for experimenting with other algorithms e.g. circular mazes, rather than trying to work on the "count neighbors" -method. I would warmly recommend this course specially to people who are interested in getting started how to procedurally generate mazes and how to do the whole pipeline from both coding to the 3d modeling.
By Christian K on 12/10/2020
Un excellent cours sur la création de labyrinthes. La partie programmation est très bien faite et progresse doucement en difficulté. La partie Blender est par contre bien plus difficile à suivre (en tout cas pour moi) car le prof va parfois très vite et utilise des fonction qui me sont inconnues pour modéliser. Mais bon c'est normal car j'ai un faible niveau sur Blender, mais en faisant des pauses et en regardant plusieurs fois les passages on fini par maitriser le sujet. J'ai donc appris plein de trucs, c'est super merci :)
By Anna Farman on 11/25/2020
I am halfway through the course and I love it so far. Penny always delivers high-quality explanations of the logic behind every code. Very easy to follow and understand. I also learn something new in the Blender section regarding building modular pieces. But imo, this part definitely is not for beginners. It's quite fast-paced. I'd suggest taking some basic blender courses before jumping into this one. But you can always skip this part if you're not interested in building 3d models and the assets are all provided with the course. Thank you!
By Brian K. Trotter on 11/24/2020
This is a fantastic course for learning the ins and outs of making procedural levels. Penny does a great job guiding you through the code side of generating mazes from simple mazes all the way through to giant dungeons. Michael brings things along guiding you through building the assets that can really bring your procedural levels to life.











