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Video game development faces increasing challenges from higher player expectations and expanding budgets. Procedural Content Generation (PCG) addresses these issues by reducing developer resource requirements. For platformer games, traditional PCG methods often require time-consuming post-generation validation. Path-first PCG, designed for 2D platformers, creates a playable path beforehand and then constructs the level around it. While existing path-first PCG techniques solve resource and playability concerns in platformers, no guarantee exists that these levels are as enjoyable as manually designed levels, and few have attempted to apply path-first to a 3D platformer. This paper introduces a prototype game to assess the effectiveness of rhythm-based path-first PCG techniques in 3D platformer level design. Empirical evidence from controlled user studies with 18 participants reveals minimal differences in perceived enjoyability between path-first PCG and manually designed levels, showcasing promise for the automated technique. Additional findings led to recommendations for future research to validate our technique. Student researchers: Matan Yosef Matthew Jakeman Hugh Parsons Jia Tee Jordan York