
đ What Can No Manâs Sky Teach Us About Procedural Generation in Games?
đ From rocky beginnings to revolutionary tech, No Manâs Sky became the poster child for procedural worldbuilding.
When No Manâs Sky launched in 2016, it was marketed as a game of infinite exploration. With 18 quintillion planetsâyes, 18,000,000,000,000,000,000âit promised a universe powered entirely by procedural generation. While the early game was criticized for lacking depth, Hello Games stuck with it, and No Manâs Sky is now one of the best examples of procedural design done right.
But what exactly is procedural generation? And what can No Manâs Sky teach game developers (and players) about its powerâand its pitfalls?
đ§ First, What Is Procedural Generation?
Procedural generation (or proc-gen) refers to using algorithms and math to automatically create game content, rather than hand-crafting it.
In No Manâs Sky, this applies to:
- Planetary terrain & biomes
- Weather systems
- Fauna & flora (and their behavior)
- Star systems and orbits
- Ships, buildings, and technology
The result? No two players have the same journey, and no dev team could manually build this contentâeven in a thousand lifetimes.
đ What No Manâs Sky Got Right About Procedural Generation
1. đ Scale Without Crunch
Lesson: Procedural systems can create massive universes without requiring massive teams.
- With a relatively small team, Hello Games generated billions of planets, creatures, and structures.
- Instead of designing every object, they designed rules, letting the system handle variation.
đ ïž Think: “Build the rules, not the results.”
2. đš Cohesion Through Artistic Constraints
Lesson: Great procedural generation still needs artistic direction.
One of the early problems was that the universe felt technically infinite, but emotionally empty. Later updates added:
- Better creature designs with personality
- Atmospheric variety (storms, clouds, sunsets)
- More biome diversity & themed worlds (e.g. fungal planets, volcanic regions)
đ Random doesnât equal good. Constraints are what make procedural content feel intentional.
3. đ§Ź Modular, Combinatorial Systems
Lesson: Variety comes from smart combinations, not just quantity.
Instead of generating millions of assets, No Manâs Sky breaks designs into parts:
- Ships have mix-and-match wings, engines, and cockpits.
- Creatures combine torsos, heads, limbs, and colors.
- Buildings are assembled from reusable tiles.
This LEGO-style approach keeps the game lightweight while offering huge variation.
đ A few good ingredients can bake endless cookies.
4. đ Player-Driven Narrative Through Exploration
Lesson: Procedural generation can support personal storytellingâeven without a scripted plot.
There are no lengthy cutscenes or complex dialogue trees. Instead:
- Players discover strange creatures and name them.
- They stumble across ancient ruins and abandoned facilities.
- Stories emerge organically: your first crash-landing, your weirdest alien encounter, your journey to the galaxyâs center.
đ§ The game doesnât tell a storyâyou build one through exploration.
5. đ Iterate, Refine, Expand
Lesson: Procedural generation improves dramatically with iteration.
No Manâs Sky wasnât perfect at launchâbut over years of updates, Hello Games:
- Overhauled terrain generation for better natural landscapes
- Introduced hand-crafted structures within procedural settings
- Balanced randomness with meaningful discovery
- Added multiplayer, settlements, and questlines to deepen the loop
đ§Ș The best procedural systems are tuned, not just randomized.
â ïž What It Got Wrong (At First)
â Too Much Emphasis on Scale, Not Enough Substance
At launch, the game had:
- Billions of planets⊠but little to do on most of them
- Weird, sometimes broken creature designs
- Minimal interaction beyond mining and scanning
Lesson: Procedural content still needs meaning. Otherwise, it’s just noise.
â Expectation vs Reality Gap
Marketing hyped up things like:
- Epic space battles
- Deep faction systems
- Alien life with complex behavior
Many of these existed in a very limited or absent form at launch.
Lesson: If you’re selling procedural magic, be honest about its limits.
đ How It Influenced the Industry
Thanks to No Manâs Sky, other devs are now exploring smarter uses of procedural generation:
- đȘ Starfield uses hybrid generationâprocedural terrain with curated content.
- đ Outer Wilds uses hand-crafted worlds but procedural rules for planetary physics.
- đ„ Returnal creates dynamic combat arenas from modular level chunks.
No Manâs Sky showed that procedural generation isnât about replacing designersâit’s about amplifying their work.
đ Key Takeaways for Devs & Game Designers
| Principle | Why It Matters |
|---|---|
| đŻ Define rules with purpose | Avoid bland or nonsensical outcomes |
| đ§© Use modular assets | Combine for exponential variety |
| đ§Ș Balance randomness & control | Give every outcome a reason to exist |
| đșïž Add landmarks & points of interest | Prevent procedural fatigue |
| đ Iterate constantly | Refine and tune generation logic over time |
đ Final Thoughts: The Universe Is Yours to Build
No Manâs Sky began as a cautionary tale, but has since evolved into a masterclass in procedural design. It teaches us that procedural generation is not about making infinite contentâitâs about crafting systems that can surprise, inspire, and adapt.
đŹ âEvery planet is different, but your journey is what makes it meaningful.â
Want a timeline of how No Manâs Sky evolved or a dev-friendly breakdown of its procedural algorithms? I can whip that up next!