  In this paper we present a technique for procedurally generating 3D maps
using a set of premade meshes which snap together based on designer-specified
visual constraints. The proposed approach avoids size and layout limitations,
offering the designer control over the look and feel of the generated maps, as
well as immediate feedback on a given map's navigability. A prototype
implementation of the method, developed in the Unity game engine, is discussed,
and a number of case studies are analyzed. These include a multiplayer game
where the method was used, together with a number of illustrative examples
which highlight various parameterizations and piece selection methods. The
technique can be used as a designer-centric map composition method and/or as a
prototyping system in 3D level design, opening the door for quality map and
level creation in a fraction of the time of a fully human-based approach.

Artificial Intelligence;Graphics;Human-Computer Interaction