Yesterday, Rock Paper Shotgun posted an epic interview that digs deep into the level generation in Brogue, one of the roguelikes that gets consistently cited as a shining example of the pinnacle of modern roguelike design. Graham Smith’s interview with Brian Walker is an approachable look at how its procedural generation contributes to that.

Brogue’s level generation really stands out with its density of interesting effects. If you want to learn more about how a developer approaches procedural generation, or ideas for your own generation, you should definitely read this interview.