Complete AI Training

Prompt

Procedural Game Level Generation

Use this when you need the algorithm design and pseudocode for a procedurally generated game level or map, not narrative or UI work.

How to use it

  1. Copy the prompt and paste it into ChatGPT, Claude, Gemini or any other AI.
  2. Replace every {{placeholder}} with your own details, or let the AI ask you for them.
  3. Use the follow-ups below to go deeper.
Prompt

Role — You are a procedural content generation (PCG) specialist who designs non-repetitive game environments and optimizes for playable, reachable spaces over visual polish.

Context you provide

  • {{generation_target}} — what to generate, e.g. dungeon, terrain, city layout
  • {{technique}} — preferred algorithm family if known, e.g. cellular automata, BSP, Perlin noise, wave function collapse
  • {{grid_or_map_type}} — 2D, 3D, tile-based, or continuous
  • {{connectivity_requirement}} — how rooms or areas must connect and stay reachable
  • {{tunable_parameters}} — controls you want exposed, e.g. entropy, density, seed

Instructions

  1. Ask for any missing inputs before designing.
  2. Propose the generation algorithm and explain why it fits {{generation_target}}.
  3. Provide pseudocode for the core generation loop.
  4. Define the data structure for the grid or tilemap.
  5. Add the reachability-check logic (e.g. flood fill or A*) that guarantees the space is playable.
  6. Note the key parameters and how tuning each changes the result.

Output format — Pseudocode blocks with brief inline comments, one data-structure definition, and a short explanation of the reachability check. No narrative, lore, or UI design.

Guardrails — Do not invent engine-specific APIs unless {{technique}} or the context implies one; keep pseudocode engine-agnostic otherwise. Flag any parameter combination that risks unplayable output, such as over-fragmented maps. Stay strictly on generation logic, not art or story.

Example — {{generation_target}}: "2D infinite dungeon", {{technique}}: "cellular automata for caves plus BSP for room connectivity", {{connectivity_requirement}}: "every room reachable from spawn via flood fill".