Meltopia
A Windows / Steam project built with Unreal Engine 5.5. I worked as a Level Designer focused on procedural caves, room assets, voxel environments, and location integration into the production pipeline.
- Role: Level Designer
- Engine: Unreal Engine 5.5
- Platform: Windows / Steam
- Developer / publisher: Garden of Dreams
- Steam release: May 1, 2026
- Focus: procedural cave rooms, voxel layers, blockout, integration, and location polish
Technologies
- Unreal Engine 5.5
- Blueprints
- PCG
- VoxelFree
- Geometry Scripting
- Git LFS
Project Link
- Meltopia on Steam - official project page.
Main Contribution
- Procedural caves and rooms: created and updated PCG room/cave assets, added new rooms, tuned cave sizes, transitions, room variation, and visual readability.
- Voxel environment: configured voxel levels for snow and mud, fixed voxel asset issues, and aligned them with cave locations.
- Procedural room generation: created and updated PCG graphs for cave rooms, worked with Blueprint room assets, and prepared a demo map for procedural cave generation checks.
- Blockout and integration: blocked out and integrated locations, checking readability, transitions, and compatibility with procedural systems.
- Polish and fixes: fixed legacy cave PCG assets, added hints and supporting navigation/location elements, and iterated on assets after merges from develop.
Project Value
The work sat between level design and technical implementation: the goal was not only to build locations, but to keep the procedural room system varied, readable, and easy to validate in a demo map.