Skills gamedev-skills awesome-gamedev-agent-skills Gamedev Agent Skills
procedural-gen
- Use it when:
- You want maps, dungeons, terrain or item drops you don't author by hand, reproducible from a seed for debugging, daily challenges or shared worlds.
- It does:
- Threads one seeded random generator through all generation, picks noise, room placement or weighted tables by content, fills a plain grid, then checks the result is playable.
- Seed means:
- One number that reproduces the same world every time, as long as nothing else random leaks into generation.
- You get:
- Generation code that fills a data grid, separate from drawing, with reachability checks that reject or repair broken maps.
- Leaves to others:
- Painting the grid, to the engine tilemap skills, and hand-paced levels, to level-design.
Skill 5 of 27 in the Gamedev Agent Skills bundle, after ai-behavior-trees-utility-ai and before dialogue-systems.
TL;DR
A discipline skill from a game-development collection, built on determinism. Generation code never calls the global random function, which makes worlds impossible to reproduce, and the seed goes in the save. Terrain sums several octaves from a real noise library, normalized and reshaped, with elevation and moisture on different seeds so biomes don't line up in bands. Dungeons place non-overlapping rooms, with capped attempts, and carve corridors between them. Loot rolls against relative weights. Before the player sees a map, it checks every room is reachable, the spawn is safe and the exit has a path. It tunes with the seed fixed, then sweeps many seeds to check the spread. Pitfalls include Perlin noise that is flat at whole-number coordinates, Python set order leaking into choices, and library generators whose sequences change between versions; for those it suggests shipping your own small generator with a test, or saving the result instead of the seed. Examples are Python with Godot and Unity equivalents; its references hold BSP, caves and wave function collapse.
Summarizes the skill at 19d93f9.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen skills.sh pageSource on GitHubAll skills from gamedev-skills/awesome-gamedev-agent-skills
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- First seen
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| Category |
Test-first work, implementation from specs, git hygiene and scope control. Make games: design, genres, game feel and game-jam workflows, whatever the engine. Everything for building software: planning, coding, debugging, design, frameworks, cloud, agents and skills. |
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A multi-step process the agent follows: interview, debug, run a TDD loop, review. |
| Effect |
Its own steps create or change files, git state or local tools. |
| Needs |
Instructions only. Works in any agent that supports skills. |
| Publisher |
Everyone else. Unverified vendor claims default to community. |
| Topics |
SKILL.md
From gamedev-skills/awesome-gamedev-agent-skills at 19d93f9. Checked daily, last changed Nov 6, 2026.
Frontmatter
name: procedural-gen
description: >
Generate game content procedurally — seeded deterministic RNG, value/Perlin/
Simplex noise for terrain and heightmaps, grid dungeon generation (rooms +
corridors, BSP, random walk, wave function collapse), and weighted loot/drop
tables. Engine-neutral algorithms. Use when the user mentions procedural
generation, perlin/simplex noise, random seed, dungeon generator, WFC,
heightmap/terrain, or loot tables.Procedural generation
Generate levels, terrain, and loot from compact rules and a seed. The throughline
of good procgen is determinism: a single seed reproduces the same world, so
bugs are repeatable and players can share seeds. This skill owns the core
algorithms — noise, seeded RNG, dungeon layout, weighted tables; genres like
roguelike and survival-crafting consume it.
When to use
- Use to generate maps, dungeons, terrain heightmaps, item drops, or any content you do not want to author by hand.
- Use when results must be reproducible from a seed (debugging, daily challenges, shareable worlds).
- Use to pick weighted random outcomes (loot rarity, spawn tables).
When not to use: for the engine's tile API to paint the result, use
godot-tilemap or unity-tilemap-2d. For routing AI through the generated map,
use game-ai. For carefully hand-paced levels, use level-design — procgen and
authored design are complementary, not interchangeable.
Core workflow
- Own your randomness. Create one seeded RNG instance and pass it everywhere. Never call the global/static random in generation code — it makes results irreproducible and order-dependent.
- Pick the technique for the content. Continuous terrain/heightmaps → noise. Discrete rooms/corridors → space partitioning or agent-based carving. Outcomes with rarities → weighted tables.
- Generate into a plain data grid/array first, decoupled from rendering.
Generation fills
int[][]or a dict; a separate pass draws it. - Validate before shipping the result to the player. Is every room reachable? Is the spawn safe? Is there a path to the exit? Reject or repair layouts that fail; do not hand the player a broken map.
- Tune with the seed fixed so each parameter change is visible in isolation, then sweep seeds to check the distribution, not just one lucky map.
Patterns
1. Seeded, deterministic RNG (the foundation)
import random
rng = random.Random(seed) # a dedicated instance — NOT the global random.*
room_count = rng.randint(5, 12) # same seed -> same sequence, every run
# RIGHT: thread `rng` through every function that makes a choice.
# WRONG: calling random.randint(...) (global state) — order-dependent, unseedable.
Engine equivalents: Godot 4.7 var rng := RandomNumberGenerator.new(); rng.seed = s
(save rng.state to resume a sequence mid-way); Unity 6.3
new Unity.Mathematics.Random(seed) (a uint, must be non-zero) or
new System.Random(seed). Avoid UnityEngine.Random.InitState for generation:
it seeds the one global generator that every other script also draws from.
Store the seed in the save file so a world can be regenerated.
2. Fractal (fBm) noise for heightmaps
# Sum several octaves: each higher octave has higher frequency, lower amplitude.
def fbm(noise, x, y, octaves=5, lacunarity=2.0, gain=0.5):
total, amp, freq, norm = 0.0, 1.0, 1.0, 0.0
for _ in range(octaves):
total += amp * noise(x * freq, y * freq) # noise() returns ~0..1
norm += amp # track total amplitude
amp *= gain # each octave contributes less
freq *= lacunarity # ...at a higher frequency
return total / norm # normalize back into 0..1
# Redistribute to carve flat valleys / sharpen peaks: higher exp -> more lowland.
elevation = pow(fbm(noise, nx, ny), 2.2)
Use a real noise library (FastNoiseLite, opensimplex,
Unity.Mathematics.noise, or Mathf.PerlinNoise) — do not implement gradient
noise yourself. Seed elevation and moisture with different seeds so a
biome lookup over both fields isn't perfectly correlated. Full biome lookup and
island shaping are in references/noise.md.
3. Weighted loot table (rarity-correct selection)
# Roll proportional to weight: common drops far more often than legendary.
def weighted_pick(rng, table): # table: list of (item, weight)
total = sum(w for _, w in table)
roll = rng.uniform(0, total) # a point on the cumulative line
upto = 0.0
for item, w in table:
upto += w
if roll < upto: # first bucket the roll falls into
return item
return next(i for i, w in reversed(table) if w > 0) # roll == total (float edge)
loot = weighted_pick(rng, [("common", 70), ("rare", 25), ("legendary", 5)])
Weights need not sum to 100 — they are relative, and a weight of 0 never drops.
Built-ins do the same job: Python rng.choices(items, weights), Godot
rng.rand_weighted(PackedFloat32Array(weights)) (returns an index). To prevent
bad streaks, use a "pity"/bag system (see references/dungeon-generation.md
notes on distributions).
4. Rooms-and-corridors dungeon (sketch)
# 1. Place non-overlapping rooms; 2. connect them; 3. carve into the grid.
rooms = []
for _ in range(attempts):
r = Rect(rng.randint(1, W-w-1), rng.randint(1, H-h-1), w, h)
if not any(r.intersects(o.expand(1)) for o in rooms): # keep a 1-tile gap
rooms.append(r)
for a, b in zip(rooms, rooms[1:]): # connect each room to the next
carve_l_corridor(grid, a.center, b.center, rng) # horizontal then vertical
The complete generator (BSP partitioning, L-corridors, reachability check, and
random-walk caves) is in references/dungeon-generation.md.
Pitfalls
- Using the global RNG inside generation makes worlds unreproducible and breaks the moment call order changes. Always pass a seeded instance.
- Correlated noise fields: sampling elevation and moisture from the same seed/offset produces biomes that line up in bands. Offset or reseed each field.
- Octave artifacts: adding octaves without renormalizing pushes values out of
0..1; divide by the summed amplitude (and beware library output ranges — some return-1..1, some0..1). - No connectivity check: rooms or caves can end up isolated. Flood-fill from the spawn and discard/reconnect unreachable regions before play.
- Unbounded placement loops: "keep trying until N rooms fit" can spin forever on a small grid. Cap attempts and accept fewer rooms.
- Seeding once globally, then relying on frame timing: any non-deterministic
input (time, physics, hash randomization) leaking into generation destroys
reproducibility. A common hidden one:
rng.choice(list(some_set))over strings in Python, whose set order changes per process. Sort first. - Seeds that stop matching after an update. Library RNGs promise the same
sequence only on the same version: Python guarantees only
random()across versions (notrandint/choice), .NET saysSystem.Randommay change between major versions, and Godot calls its PCG32 an implementation detail. If shared seeds, daily challenges or seed-only saves must survive updates, ship your own small PRNG (PCG32, xorshift, SplitMix64) with a test that pins its first outputs — or save the generated result instead of the seed. - Flat noise at integer coordinates: Perlin noise is 0 at every integer
lattice point, so sampling raw
noise(x, y)(e.g.Mathf.PerlinNoise) at whole tile coordinates returns the same value everywhere. Scale by a non-integer frequency (x / width * f); libraries with a frequency setting, such as FastNoiseLite, apply it for you.
References
references/noise.md— octaves/lacunarity/gain, redistribution, island shaping, two-axis biome lookup, blue-noise object scatter.references/dungeon-generation.md— BSP, rooms+corridors, random-walk caves, cellular-automata smoothing, wave function collapse, connectivity validation, distribution/pity tables.
Related skills
godot-tilemap,unity-tilemap-2d— paint the generated grid into the engine.game-ai— pathfinding over the generated graph.level-design— pacing and hand-authored structure that procgen complements.roguelike,survival-crafting— genres that compose this skill.