Projects

Maze Escape: Pathbound

A cross-platform maze game with 10+ generators and pathfinding solvers, shipped as a complete product with a playable browser demo.

Gameplay systems engineer · 2024-2025 · C#, .NET MAUI, Algorithms, UI design

MazeEscape dungeon hallway with a lit path ahead

The problem

A puzzle game built entirely from handcrafted levels eventually runs out of content. I wanted Maze Escape to keep producing new, solvable challenges without feeling random or careless.

What I did

I built a recursive backtracker maze generator with a flood-fill solver that checks for solvability and minimum path length before a maze reaches the player. On top of that, I added daily mazes, unlockable worlds, and key-collection mechanics without tying those systems to any one layout.

How it works

.NET MAUI runs the shared UI across iOS, Android, and Windows from one codebase. The generation and validation code is pure C# with no platform dependencies, which made it easier to test in isolation. World themes and difficulty curves live as data, not hardcoded engine logic, so I can add content without rewriting the generator. The suite includes 10+ maze generators and pathfinding solvers (A*, BFS, DFS, Dijkstra).

What happened

Maze Escape shipped as a complete cross-platform game and became one of my clearest examples of separating core generation logic from player-facing progression. The stable part is the contract for generating and validating mazes. The changing part is everything layered on top. A browser demo is playable on this site.