Rebirth Dev Diary 2 - Procedural Generation 2.0





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Published on Sep 5, 2013

An in depth look at procedural generation 2.0 in Rebirth, focusing on interior levels procedurally generated using our hospital tileset.

An inside look at procedural building generation for the indie survival horror sandbox game, Rebirth.

Music Credits:

Our awesome sound artist, Abelisk. I have no mouth and I must Scream

Bombadeer studios for the 2ndbackground track.

About the game:

Rebirth is a survival horror sandbox game with a focus on procedural environments and dynamic AI. Influenced by games such as STALKER and Silent Hill, all set in a sandbox world ready for players to explore.

Scavenge. Hunt. Explore.

Fend off a group of survivors who found your house. Reinforce the barricades, check to make sure you have enough batteries for your flashlight.


Rebirth is a game about survival. The world is in shambles, shattered to the core due to a mix of mysterious events. The air is barely breathable, society has crumbled and governments have toppled. What will you do when your way of life no longer exists and strange beings roam the earth?

Do you have the will to survive?


Procedurally generated world -- There will be a large amount of buildings and places that are procedurally generated to keep gameplay fresh and interesting each time you play.

Living, breathing eco-system. AI with goals and advanced behaviours, such as actively searching for you when they lose sight of you, searching key locations for food, etc.

Emergent gameplay -- Random events scattered throughout the world. Your house may be raided or attacked one day, or you may find a map leading you to a loot cache... or a trap!

Survival based gameplay -- Scavenge during the day. Find food, weapons, medical supplies, ammo, and scavenge for shelter. Try to survive the night to see the light of the next day.

Procedural Horror, immersive atmosphere and dynamic scares!

Various enemy types, all with different behaviors and objectives. No "This Enemy is a bigger version of that guy who does more damage". A core philosophy is to make each enemy have a role and be special in their own way.

Third Person and First Person ranged and melee combat. Full body awareness when in First Person mode.

Barricade existing buildings, set up defenses and generators using items you collect and the environment around you.

Meaningful death.

RPG elements -- Your character can become more specialized as time passes and they get more experienced.

Mind-warping horror system. Your fear shapes the world around you...

Collect information and piece together the origins of the disaster.

--Future planned features--

Social game play dynamics: Your most dangerous enemy may be humanity itself. Will others help you, or hunt you?

Multiplayer -- After most mechanics are complete.

Rebuild society and craft your own items and possibly buildings (later releases).

Completely procedurally generated environments

We've been Greenlit! Talk to us on Steam at:

Track our game's progress!

  • Category

  • License

    • Standard YouTube License


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