Procedural
Seed: 42
Procedural generation is a way to generate content for a game algorithmically rather than manually. Example of content that can be generated are textures, terrain, quests and many other things.
Reference
Terrain
Maze
City/Buildings
Procedural and Automation Techniques for Design and Production of Sunset Overdrive - 2015
Designer-driven 3D Buildings Generated Using Variable Neighborhood Search - 2014
Procedural City - 2009
Citygen: An Interactive System for Procedural City Generation - 2007
A Survey of Procedural Techniques for City Generation - 2006
Textures
Quest
World
Procedurally Generating Wrapping World Maps in Unity C# (One, Two, Three and Four) - 2016
Procedural World Generation and Simulation in DWARF FORTRESS - 2012
GPU-Based Procedural Placement in Horizon Zero Dawn - 2017
PCG Shotgun: 6 Techniques for Leveraging AI in Content Generation - 2017
Practical Procedural Generation for Everyone - 2017
Procedural Narrative Generation - 2017
Continuous World Generation in 'No Man's Sky' - 2017
Building Worlds Using Math(s) - 2017
Procedural Generation in Shattered Planet - 2015
The importance of good noise - 2018
Tiled Blue Noise - 2018
Generating Blue Noise Textures With Void And Cluster - 2019
Implementation of Fast and Adaptive Procedural Cellular Noise - 2019
Math for Game Developers: End-to-End Procedural Generation in Caves of Qud - 2019
https://www.youtube.com/watch?v=jV-DZqdKlnE