Part 6 · Generation — Levels by Hand, Levels by Machine

Chapter 15

Generating Levels

10 articles

Hand-built versus procedural, how to ideate levels, how to make 'solvable randomness'. WFC with reinforcement learning, and genetic algorithms steering toward 'just right' difficulty.

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Articles in this chapter

  1. 1.
    Handcrafted or Generated — A Design Theory of Procedural Puzzle Levels
    2026-07-19 · Komugi · 5 min

    Who authors a puzzle's boards? I set the handcrafted lineage of Nikoli and Tametsi's 160 levels against the generated lineage of Simon Tatham's collection and Hexcells Infinite, ask what procedural generation drops, and look at the daily puzzle as a third way between generation and curation.

  2. 2.
    Puzzle levels aren't something you wait for: Patrick Traynor's toolbox for level ideation
    2026-07-04 · Tsumiki · 4 min

    One piece today. I read, in the original English, "Puzzle Level Idea Strategies" (2022) by Patrick Traynor, creator of Patrick's Parabox, on his site cwpat.me. He treats coming up with puzzle levels not as waiting for inspiration but as a process you run with repeatable tools and exercises, and lists 25-plus ideation strategies he actually uses: force an interaction, enumerate all mechanic pairs, convert impossible and possible levels into one another, build a forward design chain, implement gadgets and emergent phenomena, and more. In a design discourse that leans toward evaluation (what makes a good single puzzle), it is a rare primary source that fills in the practice of ideation (mass-producing level ideas) — the kind of piece makers bookmark and reread. A little old, but covered with its date made explicit.

  3. 3.
    Making "solvable randomness": procedural content and the design of solvability in Google I/O 2026's Save the Date puzzle
    2026-07-08 · Tsumiki · 3 min

    One piece today. I read, in the original English, two official Google posts about this year's I/O Save the Date puzzle: "How we built the Google I/O 2026 Save the Date experience" (credited to Kacey Fahey and Caio Avelar, 3 March 2026) on the Google Developers Blog, and "How Googlers built the 2026 I/O save the date puzzle" (by Ari Marini, 6 March) on Google's The Keyword. The annual Save the Date puzzle — this year themed "Make Build Unlock" — is made of five cross-genre games plus a hidden sixth, Dino Pal. What interests me as a design matter is not the promotional shine but how the generated puzzles were kept solvable: Stretchy Cat reportedly uses "a level generation logic based on Hamiltonian pathing to produce random but solvable levels," Nonogram fixes level 1 while generating levels 2-3 on the fly, and Word Wheel generated 100 levels. That is the old, hard problem of generative puzzle design: random does not equal fun or fair. Unable to verify a fresh trusted source within the last few days, I cover this high-profile, first-party piece with its date (March) made explicit — while reading its design claims as a company's own account in what is, after all, a Gemini showcase.

  4. 4.
    McConnell & Zhao: Generating Just-Right Puzzles in Real Time with a Genetic Algorithm — Fukai Reads
    2026-06-17 · Fukai · 10 min

    A paper by McConnell and Zhao on adaptive puzzle generation using a genetic algorithm. It generates Cosmic Express-style path puzzles in real time (about 7 seconds each) to match a player model built from how the player solves, and shows in an 18-person study that a time-only version lags on felt difficulty and sense of progression.

  5. 5.
    Bhaumik et al.: Stitching WFC and Reinforcement Learning for Playable, Good-looking Levels — Fukai Reads
    2026-07-20 · Fukai · 9 min

    A procedural level generation paper by Bhaumik et al. It tackles the weaknesses of WFC (good-looking but unplayable) and reinforcement learning (playable but ugly) with WCRL, which narrows the RL agent's actions using WFC's local rules, generating Lode Runner levels that are both example-like and playable.

  6. 6.
    Kar: Using Autonomous Agents to Check at Runtime Whether Generated Levels Are Actually Playable — Fukai Reads
    2026-06-14 · Fukai · 9 min

    A PCG (procedural content generation) paper by Rishabh Kar of King's College London. It proposes Momentum, a mechanism that validates whether a generated course is actually traversable inside the same runtime loop, without pausing the game. Two autonomous agents run ahead of the player and inspect the path via geometric checks from the air and NavMesh checks on the ground. The evaluation is presented as structural estimates derived from the code.

  7. 7.
    Xu et al.: Promoting Game Mechanics to Coordinates to Generate Solvable Levels — Fukai Reads
    2026-06-13 · Fukai · 9 min

    A PCG (level generation) paper by Xu and Verbrugge of McGill University. Against geometry-first prior methods, it proposes HDPCG, which runs pathfinding on a dimensional-expanded graph that promotes mechanics such as gravity inversion and moving platforms to a coordinate, guaranteeing solvability during generation, and reproduces playable levels in Unity.

  8. 8.
    Xu & Verbrugge: Turning gravity and time into coordinates of the level generator — Fukai Reads
    2026-08-28 · Fukai · 11 min

    A peer-reviewed FDG 2026 paper by Kaijie Xu and Clark Verbrugge of McGill University. Level generators have long built geometry first and checked mechanics such as gravity inversion or moving platforms afterwards. This paper promotes the mechanic itself to a coordinate axis, searching a larger graph in which (x, y) is joined by a layer index or a timestamp. Switch-spacing error falls to 0.000-0.002 and alternative-route robustness reaches roughly nine to ten times that of an unguided baseline.

  9. 9.
    Elshamy et al.: Read the player's skill, then redraw the level itself — Fukai Reads
    2026-09-02 · Fukai · 10 min

    A Scientific Reports paper from Elshamy and colleagues at E-JUST on inferring player skill and rewriting the terrain of the level itself. Where conventional dynamic difficulty adjustment tunes enemy health and item drops, this pipeline rearranges floors, gaps and enemies in place. Skill classification reached 97.82% accuracy; 74.1% of rewritten levels remained completable.

  10. 10.
    Inside Patrick Traynor's Philosophy — Designing by Discovery, Not Invention
    2026-06-24 · Kizuki · 8 min

    A study of Patrick Traynor, sole creator of Patrick's Parabox, drawn from his interviews and his 2024 GDC talk. He calls recursion 'a corner of truth of the universe' and casts himself as a discoverer rather than an inventor; we read his pursuit of approachability, his publicly told failures around difficulty curves and rules, and the ethics of a discoverer.