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.
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New in 3.7
Section titled “New in 3.7”Blockout Designer — Preview
Section titled “Blockout Designer — Preview”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.
Getting Started
Section titled “Getting Started”Dungeon Architect 3.0 — Launch Trailer
Section titled “Dungeon Architect 3.0 — Launch Trailer”A fast look at what Dungeon Architect 3.0 can do, including the new GPU Voxel engine.
Launch Pad & Your First Dungeon
Section titled “Launch Pad & Your First Dungeon”Install the plugin, browse the Launch Pad samples, and generate your first dungeon.
Theme Editor
Section titled “Theme Editor”Theme Editor Basics
Section titled “Theme Editor Basics”The fundamentals of the Theme Editor — mapping meshes to markers, probability, execution flow, and Marker Emitters.
Interactive Theme Editor Mode
Section titled “Interactive Theme Editor Mode”A faster, visual workflow — drag and drop meshes directly in the viewport with real-time updates.
Foundry Theme Series
Section titled “Foundry Theme Series”Build a complete industrial factory theme from scratch, learning advanced techniques along the way.
Part 1: Base Structure
Section titled “Part 1: Base Structure”Set up the 800-unit grid, add walls, floors, doors, and stairs using the Interactive Theme Editor.
Part 2: Ceiling & Lighting
Section titled “Part 2: Ceiling & Lighting”Add ceilings with custom Selection Rules and place lights only on the top floor.
Part 3: Pattern Matcher
Section titled “Part 3: Pattern Matcher”Introduction to Pattern Matcher — place context-aware meshes by detecting spatial patterns across multiple tiles.
Part 4: Inner Corners
Section titled “Part 4: Inner Corners”Continue with Pattern Matcher to add inner corner walls and complete the Foundry look.
Part 5: Ground Floor Trim & Polish
Section titled “Part 5: Ground Floor Trim & Polish”Refine the ground floor with trim meshes and finishing details.
Part 6: Ceiling Props
Section titled “Part 6: Ceiling Props”Layer ceiling props with probability for organic variation.
Part 7: Ceiling Lights
Section titled “Part 7: Ceiling Lights”Add ceiling light fixtures driven by the theme graph.
Part 8: Ground Props
Section titled “Part 8: Ground Props”Scatter ground props to finish the factory floor.
Builders & the Flow Framework
Section titled “Builders & the Flow Framework”Flow Framework: Design Procedural Layouts
Section titled “Flow Framework: Design Procedural Layouts”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.
Snap Flow: Sample Game
Section titled “Snap Flow: Sample Game”Explore the Snap Flow sample game — minimaps, key/lock demo, NPCs and navigation.
Snap Flow: MiniMap Demo
Section titled “Snap Flow: MiniMap Demo”Snap Flow: Multi-Level Dungeons
Section titled “Snap Flow: Multi-Level Dungeons”Advanced Dungeons
Section titled “Advanced Dungeons”Runtime Navigation
Section titled “Runtime Navigation”Enable runtime nav mesh generation and automatically regenerate navigation on runtime-built dungeons.
PCG Integration
Section titled “PCG Integration”PCG Framework Overview
Section titled “PCG Framework Overview”How Dungeon Architect combines with Unreal Engine’s PCG framework, including the Electric Dreams forest sample.
Build System
Section titled “Build System”Make Your Dungeon Playable
Section titled “Make Your Dungeon Playable”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.
Minimap & Canvas
Section titled “Minimap & Canvas”Minimap Widget Setup with Fog of War
Section titled “Minimap Widget Setup with Fog of War”Add the Canvas minimap widget to your HUD, with fog of war exploration.
Interactive Minimap with Pan & Zoom
Section titled “Interactive Minimap with Pan & Zoom”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.
Landscape Transformer
Section titled “Landscape Transformer”Landscape Transformer Showcase
Section titled “Landscape Transformer Showcase”Blend generated dungeons seamlessly into an existing Unreal landscape.
Part 1: Height Blending
Section titled “Part 1: Height Blending”Non-destructively reshape the landscape around your dungeon using edit layers.
Part 2: Weight Painting & World Blending
Section titled “Part 2: Weight Painting & World Blending”Paint material layers by distance from the dungeon for a natural transition into the world.
More on YouTube
Section titled “More on YouTube”New tutorials land on the channel regularly — subscribe so you don’t miss them: