Gaming, Graphics & XR

Procedural generation

Also known as: procedural content generation, procedurally generated content

Procedural generation is the use of algorithms to create content automatically: game levels, terrain, dungeons, planets, textures, or even music.

A small set of rules and a random 'seed' can produce endless variety. While it lets small teams build huge worlds, procedurally generated content can feel repetitive or empty unless it's carefully designed.

Procedural generation, explained at three levels

At home

Think of a knitting pattern. A few lines of instructions can produce a whole sweater, and changing one number changes the size. Procedural generation works like that for games. Instead of a designer drawing every hill and room, the developer writes rules, and the computer follows them to build terrain, dungeons, or whole planets. A starting number, called a seed, makes each world different.

At work

Procedural generation means creating content with algorithms instead of building every piece by hand. Developers define rules and parameters, and software produces levels, terrain, textures, or item variations from them. It lets small teams deliver large worlds and high replay value without a huge art budget. Beyond games, the same methods generate terrain for simulators and test scenarios for driving software.

Real-world examples

At home

Fatima and her brother typed the same seed into Minecraft on different computers and got identical worlds, so they could explore the same village separately and compare notes.

At work

Sophie is a designer at a small Toronto studio making a roguelike game. Procedural dungeons give players new runs each time, and her team adds hand-built rooms for boss fights to keep key moments memorable.

How it compares

featureProcedural generationHandcrafted design
Content creationAlgorithms and rulesDesigners build each piece
VarietyVery highLimited by budget
Quality controlHarderEasier
Team size neededSmaller for large worldsLarger

Procedural generation offers scale. Handcrafted design offers intention.

For analysts

Procedural content can stretch a small budget, but it isn't free. I'd budget for designer time to tune and constrain the generator, since that's what separates replayable games from repetitive ones.

History & origin

The 1980 game Rogue generated a new dungeon each time you played, inspiring the 'roguelike' genre. Elite, in 1984, fit eight galaxies of star systems into a home computer's tiny memory by generating them from formulas. Diablo (1996) used procedural dungeons and loot. Minecraft, first released publicly in 2009, created vast, explorable worlds from a seed, becoming one of the best-selling games ever. No Man's Sky launched in 2016 promising about 18 quintillion planets, faced a backlash over thin content, and won players back with years of free updates. In my view, No Man's Sky is the perfect lesson: algorithms can create infinite places, but only design makes them worth visiting.