I’ve mentioned Canabalt and how procedural generation helped create the new endless runner genre. The designer of Canabalt is one of several people working on Finji’s in-development Overland, which also uses procedural generation.
I found this video interesting because, not only does it discuss some behind-the-scenes details, but it also discusses some of the reasons why they’re using procedural generation in the first place.
Thinking about why you’re using procedural generation can go a long way to getting better results. In this case, thinking of the generator as a level designer clearly helped give the developers a vocabulary to discuss the goals and features they wanted to gain by using procedural generation.