Tile Generator — a custom procedural pipeline that generates every terrain tile, environment sprite, and level layout from pure algorithms. No templates. No pre-made assets. Every pixel is computed.
What It Is
TiGen — short for Tile Generator — is a procedural tile and sprite generation pipeline built from scratch in Python. It takes noise functions — Simplex, fBm, Worley cells, cosine ripple bands — and turns them into game-ready terrain tiles, environment sprites, and complete level layouts.
No machine learning. No AI image generation. Every asset is computed from mathematical functions, giving full control over style, palette, and variation. The same pipeline generates a lush pastoral farmland and a scorched volcanic wasteland — same algorithms, different parameters.
Built for 2D top-down RPG and tower defense games, TiGen outputs Godot-compatible tilesets, sprite sheets, and level data. It includes a Tkinter-based UI for real-time preview and parameter tuning.
How It Works
Each stage builds on the previous. Terrain defines the biome zones. Rivers carve through terrain. Paths route around water. Formations respect path clearance. Decorations scatter within remaining open space. The final export compiles everything into Godot-ready tilesets and sprite sheets.
The Core Output
At its heart, TiGen is a Tile Generator. Every terrain surface — grass, dirt, cobblestone, brick, gravel — is generated as a 16-tile autotile sheet. Each tile is computed from noise functions and palette rules, with edge blending for seamless transitions when assembled into levels.
TiGen's autotile sheets are designed for Godot's tile map system. Each 4×4 sheet encodes 16 edge configurations so tiles blend naturally with surrounding terrain — corners, edges, and interior fills are all generated from the same noise function with different masks applied.
The result: paths that curve through grass, rivers that carve through dirt, and biome transitions that feel organic — all from pure math.
Generated Worlds
Every level in Defense of Kyrath is procedurally generated by TiGen — terrain, rivers, paths, and decorations. These are raw pipeline outputs before in-game rendering.
Pipeline to Playable
Left: TiGen preview — the raw level layout before decoration. Dual-zone terrain, serpentine path, entry/exit points. Right: The same level in-game: The Western Trail. Mountains, trees, decorations, and path tiles all procedurally placed.
Procedural Variety
Each sprite sheet contains procedurally generated variants — same algorithm, different seeds. Trees, grass, mushrooms, rocks — every instance is unique.
By the Numbers
Built With
In Production
Every terrain tile, tree, rock, farmhouse, and level layout in Defense of Kyrath is generated by TiGen. 17 campaign levels across 5 biomes, plus procedurally generated Folly arenas — all flowing through the same pipeline.