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/procedural-generation

Use when designing or building a content generator — terrain, dungeons, quests, items, lore, history — or diagnosing generated content that feels samey, generic, or soulless. Covers the "10,000 bowls of oatmeal" problem, perceptual vs. mathematical uniqueness, the

From plugin
gamestack
3426 skills

Claude Code

$ npx -y skills add rondorkerin/gamestack --skill procedural-generation --agent claude-code

SKILL.md

procedural-generation.SKILL.md
name: procedural-generation
description: Use when designing or building a content generator — terrain, dungeons, quests, items, lore, history — or diagnosing generated content that feels samey, generic, or soulless. Covers the "10,000 bowls of oatmeal" problem, perceptual vs. mathematical uniqueness, the handcrafted-anchor + constrained-fill hybrid, voice-consistent corpora, multiplicative systems, and tying generation to meaning. Core skill for headless / AI-authored games. Triggers on "procedural generation", "procgen", "generator", "my generated content is samey", "infinite content", "world generation", "AI-authored content".

Procedural Generation

How to make generators whose output is *perceptually* rich, not just mathematically infinite — the central skill for a headless, AI-authored game.

When to use this

  • Designing any generator (terrain, dungeons, quests, items, NPCs, lore, history)
  • Diagnosing generated content that reads as samey / generic / soulless
  • Deciding the handcrafted-vs-procedural ratio
  • Setting up an AI authoring engine that needs one coherent voice

Scope

This is the *how to generate* knowledge skill. Its companion is **`procgen-review`** — the process skill that *gates* generated output against these principles (oatmeal test, fanfic test, sameness scan). Generate with this; review with that.

Related: `open-world-design` (generating space), `worldbuilding-and-lore` + `ai-authored-content-coherence` (generating lore coherently), `systemic-emergent-design` (multiplicative systems).

How the pieces fit

  • **`GUIDE.md`** — the *why*: the oatmeal problem, perceptual uniqueness, the hybrid model, corpus voice, intentionality/local logic, multiplicative systems, curated randomness, apophenia. Cited.
  • **`CHECKLIST.md`** — the *what to do*: Do/Don't + test-for criteria.

The one idea to anchor on

> **Perceptual uniqueness is the only metric that matters.** You can generate 10,000 mathematically-unique bowls of oatmeal; the player still just sees oatmeal (Kate Compton). Intentionality — constraints, handcrafted anchors, local meaning, and a single voice — is what separates great procedural content from infinite filler.

Start with `GUIDE.md`; gate everything you generate with `procgen-review`.

Read more
@rondorkerin
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An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X

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Questions about procedural-generation.

Which coding agents can use procedural-generation?
procedural-generation installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.