Deep Dive: Procedural Level Generation

This is a past event

30 people went


NOTE: Attendees must RSVP on Evenbrite here (

Procedural level generation can be a great way to extend the life of a game. By having a system that designs fresh levels for your users every time they play, a game can surprise and challenge over and over again. This sort of design has been a staple of the Rougelike genre for years and has had a lot of recent successes including Spelunky, FTL, and Cloudberry Kingdom. In this talk, Andy Wallace of Golden Ruby Games will walk through the procedural design used in their title Worm Run ( in detail, as described in this blog post. The talk will not focus on the exact code, but rather the steps and rules that the game goes through to provide a never ending platforming path in realtime on mobile devices.

We encourage bringing your own laptop to follow along.


Andy Wallace, lead programmer and designer at Golden Ruby Games (, has presented many projects at the NYC Games Forum. He has been programming for most of his life, earning an MFA from Parsons The New School For Design in Design & Technology. He has shown work in museums and galleries in the U.S. and abroad (including SFMoMA, The Museum of the Moving Image, The Dublin Science Gallery, and one Wu-Tang concert) as well earning an Indiecade nomination for his thesis project, Find Me A Good One and Golden Ruby’s Vita title, Hermit Crab In Space.

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