3d-graphics-and-render…
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
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
Claude Code
$ npx -y skills add rondorkerin/gamestack --skill procedural-generation --agent claude-code
Codex
$ npx skills add rondorkerin/gamestack --skill procedural-generation -a codex -y
Cursor
$ npx skills add rondorkerin/gamestack --skill procedural-generation -a cursor -y
Gemini CLI
$ npx skills add rondorkerin/gamestack --skill procedural-generation -a gemini-cli -y
GitHub Copilot
$ npx skills add rondorkerin/gamestack --skill procedural-generation -a github-copilot -y
OpenCode
$ npx skills add rondorkerin/gamestack --skill procedural-generation -a opencode -y
Windsurf
$ npx skills add rondorkerin/gamestack --skill procedural-generation -a windsurf -y
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".
How to make generators whose output is *perceptually* rich, not just mathematically infinite — the central skill for a headless, AI-authored game.
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).
> **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`.
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
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a…
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning…
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity,…
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and…
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves,…
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.