One of the first games which procedurally generated levels was Rogue, developed in 1980 for Unix-based systems. This game was so successful that it went on to spawn an entire genre of video games, now known as Roguelikes. I'm a huge fan of roguelikes due to their replayability and variety, and these games inspired me to make this project. Needless to say, if you are developing a roguelike game, some form of random level generation is almost mandatory. Additionally, any form of sandbox game would greatly benefit from procedural generation. Minecraft is an extremely popular game which heavily leverages random generation to create an entire world. This game generates landscapes, caves, dungeons, and other features to constantly keep the player engaged and always allow more content to explore. Finally, if there are limitations imposed on your team, random level generation can be a clever way to save time. Sebastien Benard is the lead designer of Dead Cells, a roguelike game which randomly generates levels. In the early stages of development, Benard says that the team tried to hand-design levels, but the small team did not have enough members to create enough content in their ideal time frame. As a result, Benard hooked up a system that takes a human-planned "skeleton" of how the level should look including keys, locked doors, etc, then lets the random algorithm loose to fill in the gaps. Using random level generation can be a great way to focus less on individual levels and more on core gameplay mechanics.