More and more developers are learning to love procedural generation techniques and integrate them into their production pipelines, which often entails solving a whole new set of problems.
Thankfully, Tanya Short of Kitfox Games shared some advice on procedurally generating levels as part of her GDC 2015 Game Design Case Study on Kitfox's spacefaring survival roguelike Shattered Planet.
As part of that talk she spoke at length about the trials and tribulations Kitfox faced in procedurally generating tile-based levels, offering some unique insight and advice for pulling it off without driving your team crazy.
Short also offered suggestions on how you might design a procedural level generation system that doesn't do frustrating things like place rooms with no doors, or keys with no matching locks, or design layouts that look more like M.C. Escher paintings than levels.
If you missed it in person, you can now watch her succinct, info-rich talk for free over on the official GDC YouTube channel.
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