Teaching the Machine to Build Mayhem
Apr 14, 2025
Every level in our upcoming game is a handcrafted masterpiece. Except, well, it’s not crafted by a hand. It’s built by algorithms with questionable ethics and a flair for chaos.
So… How do you teach a game to make levels?
Glad you asked. We started with something elegant: Voronoi diagrams. These divide space based on a bunch of randomly scattered points (called “sites”). Like cells in a petri dish getting into turf wars, each site claims a chunk of space that it’s closest to. And if you’ve played Unexplored 2, you’ve seen how Voronoi-based worlds can feel weirdly… alive.