The predefined level structure and linear gameplay set a limit to the replayability and gaming experience of computer games. One way to overstep these limits is to use not predefined levels that can always add something new to the gameplay and present the player with additional challanges.
The thesis presents the essential elements of the Unity game engine and Unity Editor which were inevitable or helped me significantly during the game design. It demonstrates in detail the random level generating algorithm and its implementation in Unity environment and the game development of a first person shooter game based on this generation. It also gives a fair overview of difficulties, boundaries caused by the random level generation and the way I solved them.
The efficiency of the implementation is proved via testing and measurements which confirms the practical development.
Finally I will say a few words about the possibilites of the future developlent and expansions of the software.