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.

42 Generators
776 Output Assets
5 Biomes
25K+ Lines of Python

What It Is

Algorithmic Art at Scale

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.

TiGen application — terrain generator with live preview, tile output, and sprite viewer

How It Works

The 6-Stage Pipeline

TiGen pipeline: Terrain → Rivers → Paths → Formations → Decorations → Export

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

Procedural Tile Sheets

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.

Procedurally generated gravel path tile sheet — 16 autotile variants
Gravel Path — 16 Autotile Variants
Procedurally generated red brick tile sheet — 16 autotile variants
Red Brick — Volcanic Biome
Procedurally generated cobblestone tile sheet — 16 autotile variants
Cobblestone — Path Surface

From Tiles to Terrain

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.

In-game terrain showing procedurally generated path tiles, terrain, trees, and water

Generated Worlds

Level Previews

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.

Pastoral biome — dual-zone terrain with winding path
Pastoral — Dual Zone Terrain
Pastoral biome — river crossing with loop path
Pastoral — River Crossing
Deep forest biome level preview
Deep Forest
Volcanic badlands biome level preview
Volcanic Badlands
Steppes biome level preview
Steppes
The Folly — arena-style generated level
The Folly — Arena

Pipeline to Playable

From Preview to In-Game

TiGen preview: raw level layout — dual-zone terrain, serpentine path, entry/exit points
The same level rendered in-game as The Western Trail

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

Generated Sprite Sheets

Each sprite sheet contains procedurally generated variants — same algorithm, different seeds. Trees, grass, mushrooms, rocks — every instance is unique.

Procedurally generated maple tree variants across seasons
Maple Trees — Seasonal Variants
Procedurally generated oak tree variants
Oak Trees — Deep Forest
Procedurally generated fir tree variants
Fir Trees — Deep Forest
Procedurally generated dead tree variants
Dead Trees — Volcanic Badlands
Procedurally generated fantasy mushroom variants
Fantasy Mushrooms
Procedurally generated tall grass variants
Tall Grass — Pastoral

By the Numbers

TiGen at a Glance

25,754
Lines of Python
87
Source Files
42
Generators
776
Output Assets
5
Biomes

Built With

Tech Stack

Python 3.14 Pillow OpenSimplex Tkinter Simplex Noise fBm Worley Cells Godot Export

In Production

Powering Defense of Kyrath

Defense of Kyrath

Defense of Kyrath

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.