Skip to content

Video Tutorials

The official Dungeon Architect video library — walkthroughs covering setup, the theme editor, builders, the build system, minimaps and landscape blending, all for Unreal Engine 5.

👉 Subscribe on YouTube: @DungeonArchitectDev


A first look at the new Blockout Designer: grey box a level on a grid, theme it, and watch it update as you reshape it.


A fast look at what Dungeon Architect 3.0 can do, including the new GPU Voxel engine.

Install the plugin, browse the Launch Pad samples, and generate your first dungeon.


The fundamentals of the Theme Editor — mapping meshes to markers, probability, execution flow, and Marker Emitters.

A faster, visual workflow — drag and drop meshes directly in the viewport with real-time updates.


Build a complete industrial factory theme from scratch, learning advanced techniques along the way.

Set up the 800-unit grid, add walls, floors, doors, and stairs using the Interactive Theme Editor.

Add ceilings with custom Selection Rules and place lights only on the top floor.

Introduction to Pattern Matcher — place context-aware meshes by detecting spatial patterns across multiple tiles.

Continue with Pattern Matcher to add inner corner walls and complete the Foundry look.

Refine the ground floor with trim meshes and finishing details.

Layer ceiling props with probability for organic variation.

Add ceiling light fixtures driven by the theme graph.

Scatter ground props to finish the factory floor.


How the abstract flow graph drives every builder — paths, cycles, key-locks and validation.

Grid Flow Builder: Tile-Based Procedural Dungeons

Section titled “Grid Flow Builder: Tile-Based Procedural Dungeons”

Node-driven paths on a tilemap — cycles, key-locks and item placement.

Cell Flow: Create a Flow Graph from Scratch

Section titled “Cell Flow: Create a Flow Graph from Scratch”

Build a Cell Flow graph from the ground up for organic, non-grid layouts.

Explore the Snap Flow sample game — minimaps, key/lock demo, NPCs and navigation.


Enable runtime nav mesh generation and automatically regenerate navigation on runtime-built dungeons.


How Dungeon Architect combines with Unreal Engine’s PCG framework, including the Electric Dreams forest sample.


Wire up the Build System so players can generate and play the dungeon at runtime.

Build System with the Game Animation Sample

Section titled “Build System with the Game Animation Sample”

Combine the Build System with Epic’s Game Animation Sample for a playable character.

Multiplayer Sample: Lobby, Server Browser & Minimap Preview

Section titled “Multiplayer Sample: Lobby, Server Browser & Minimap Preview”

A networked dungeon sample with a lobby, server browser and synced minimap preview.


Add the Canvas minimap widget to your HUD, with fog of war exploration.

Turn the minimap into a full-screen, pannable, zoomable map.

Minimap Theme Editor — Design Beautiful Maps

Section titled “Minimap Theme Editor — Design Beautiful Maps”

Stack SDF-driven layers in the Canvas Theme Editor — outlines, borders, fills and fog.


Blend generated dungeons seamlessly into an existing Unreal landscape.

Non-destructively reshape the landscape around your dungeon using edit layers.

Paint material layers by distance from the dungeon for a natural transition into the world.


New tutorials land on the channel regularly — subscribe so you don’t miss them:

👉 youtube.com/@DungeonArchitectDev