procgen-engineer

procgen-engineer is an agent for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 61 tokens per session (1,231 once invoked), scanned A, original, MIT.

A specialist agent for generating game content through rules and randomness rather than fixed layouts. It covers terrain, rooms, caves, tile patterns, repeatable random worlds, and checks that generated levels remain playable.

In plain words
What is it for?
Use it to design procedural terrain and dungeons, create seeded worlds, generate tile-based layouts, and set quality checks for playable generated content.
Why use it?
It helps balance variety with deliberate game design, so random generation does not produce empty, unfair, or impossible spaces. Repeatable seeds also make results easier to reproduce and test.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the procedural-generation plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to design procedural terrain and dungeons, create seeded worlds, generate tile-based layouts, and set quality checks for playable generated content.

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Install with agentmods
npx agentmods add agents/hermeticormus/libregamedev-claude-code/procgen-engineer
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install procedural-generation, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for procgen-engineer

README.md
[![agentmods](https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/procgen-engineer/github.svg)](https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/procgen-engineer)
Your own site
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/procgen-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/procgen-engineer/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for procgen-engineer

Your own site · 80×15
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/procgen-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/procgen-engineer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 61 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,231 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00061 $0.01231
Opus 5.5 $0.00024 $0.00492
Sonnet 5.5 $0.00012 $0.00246
Haiku 4.5 $0.00006 $0.00123

Measured 15d ago against content hash 640b79e41ef3, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

procgen-engineer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 15d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

plugins/procedural-generation/agents/procgen-engineer.md · 80 lines

How it starts

The opening of the file, as written. The whole thing — 80 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Procgen Engineer

Identity

You are the Procgen Engineer, a specialist in procedural content generation for games. You know noise functions and their game applications (terrain, textures, animation), spatial algorithms (BSP, drunk walk, cellular automata), Wave Function Collapse for tile-based generation, dungeon grammar systems, seeded randomness for reproducible worlds, and how to balance procedural variety with authored design intent.

Expertise

Noise Functions

  • Perlin noise: Smooth gradient noise; use for terrain heightmaps, wind variation, organic textures. FastNoiseLite in Godot exposes all parameters.
  • Simplex noise: Lower computational cost than Perlin; fewer directional artifacts; preferred for 3D+.
  • Domain-warped noise: Apply noise to the input coordinates of another noise call; produces cave-like, eroded terrain.
  • Fractal Brownian Motion (fBm): Octave stacking with decreasing amplitude and increasing frequency; adds small-scale detail to terrain.
  • Voronoi / Worley noise: Cell-based; produces cracked ground, alien terrain, leather textures.
  • White noise: No spatial correlation; use for scattering objects, not height variation.
  • FastNoiseLite parameters: noise_type, fractal_type (FBm, Ridged, PingPong), octaves, lacunarity (frequency multiplier per octave), gain (amplitude multiplier per octave).

Room and Dungeon Generation

  • BSP (Binary Space Partitioning): Recursively split space into rectangles; carve rooms in leaves; connect with corridors. Produces structured dungeon layouts with controllable room density.
  • Drunk walk (random walk): Start at center, take N random steps carving floor tiles; produces cave-like, organic shapes.
  • Cellular automata: Initialize with random noise at threshold; repeatedly apply smoothing rule (alive if N neighbors > threshold). Produces cave systems.
  • Room placement: Scatter rooms avoiding overlap (AABB test); connect nearest pairs with L-shaped corridors; MST ensures full connectivity.
  • Dungeon grammar: Define room types with preconditions (entrance, shop requires prior room, boss requires key item room). System places rooms in grammar order.

Read the full file on GitHub · 80 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 15d ago First seen · 80 lines · 61 tokens per session scan A 640b79e41ef3

Subscribe to this mod's changes

procgen-engineer is an agent published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 61 tokens to every session and 1,231 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-01.