We can't use realtime lighting in our project (too hard on performance) and we can't bake the lighting using standard methods because each level is dynamically generated. So we are working on a custom solution that gives us the flexibility of realtime lighting with the performance and visual benefits of baked lighting. The lighting generation is slowed down in this video for presentation purposes.
This week we have been working on virtual elevators that let you seamlessly travel between procedurally generated levels (reusing the same physical space).
This week we have been working on dynamically generating random rooms inside and outside of the playspace. These random rooms add more variation to each level and open up new gameplay opportunities (unlocking doors, blocked off areas, etc.).