Three game devs climb a mountain - part 4
We finally reach the summit of the first mountain. Holly Jencka, Emeric Thoa and I gather by the fire as Bennett Foddy talks about random generation and orthodox versus unorthodox game design. You can tell this man is a professor. I feel like I am getting a university class for less than the thousands of pounds of debt it would otherwise cost. I forcefeed him a roast marshmallow but he keeps talking.
Meanwhile, Holly charges towards the Roots. This is Peak's newest biome, a dense forest of spiders, poisonous mushrooms, exploding spore pods, and other fungal threats. I follow dutifully, asking more questions as random gusts of wind whip through the canopy.
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The geometry and layout of every island in Peak is procedurally generated, which means some might be wildly more tough than others. Again, this devotion to randomness is something the three developers haven't necessarily pursued.

"When we started [with White Knuckle]," says Holly, "we considered: do we want to do fully procedural level generation? But it is really quite difficult. People think

