Agent Skills: procedural-generation
Procedural Content Generation (PCG) is the art of creating infinite from finite. The challenge isn't making random content - it's making content that feels designed. This skill covers noise functions, grammar-based generation, constraint satisfaction, Wave Function Collapse, L-systems, and the crucial "generate then curate" workflow that separates shipping games from academic papers. Core insight: The best PCG systems are heavily constrained. Pure randomness produces noise. Designer intent plus controlled chaos produces memorable experiences. Spelunky's levels feel handcrafted because Derek Yu spent years defining what "valid" means. Use when "procedural generation, procedural content, pcg, noise function, perlin noise, simplex noise, worley noise, voronoi noise, terrain generation, dungeon generation, cave generation, wave function collapse, wfc, l-system, lindenmayer, markov chain, roguelike level, infinite world, minecraft-style, seeded random, cellular automata, bsp dungeon, fractal, fbm, octaves, generate level, random dungeon, no man's sky, spelunky generation, dwarf fortress, randomized content, procedural, generation, pcg, noise, terrain, dungeon, roguelike, infinite, world, algorithm, wfc, l-systems, markov, cellular-automata, bsp" mentioned.
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Skill Files
The files that make up procedural-generation.
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