This is a listing of articles, arranged by subject. For other external resources, see the Links page.
Fundamentals
What PCG is - An overview and taxonomy of different types of procedural content generation.
The Death of the Level Designer
Procedural Content Generation - Chris Delay on GameCareerGuide.com writes how PCG techniques can reduce the cost of game development.
NeoArchaeology #6 Procedural Content Generation - Noah Gibbs talks about procedural content generation for MUDs.
Games that Never Age: The Unrecognized Potential of Procedural Synthesis
Content is Bad - Danc of Lost Garden responds to Chris Delay's article.
Farbrausch and the Demo Scene on procedural generation in the Demo Scene.
Indie Game Developers Enlist Algorithms to Do the World-Building for Them - Jim Rossignol on procedural content and Love.
Level Design
Realtime Procedural Terrain Generation - Jacob Olsen: The techniques used for terrain generation in Tribal Trouble.
Procedural Modelling of Cities - Yoav I H Parish and Pascal Müller: The paper much of the Subversion city generator is based on.
Procedural House Generation - project by Jess Martin
Random Scattering: Creating Realistic Landscapes - Mick West
World Design
A Real-Time Procedural Universe - Sean O'Neil: Discussion of procedural techniques for Elite style generation of a universe.
Extract from The Backroom Boys: The Secret Return of the British Boffin by Francis Spufford featuring a section describing how Elite uses the Fibonacci sequence for procedural content generation.
Procedural Storytelling
Coding Self Contained Reusable Plots - Article and code examples (in Lua) on how to generate random plots.
Tips for Random Story Generation - Joe Hewitt author of GearHead on how to create random story lines.
Will Wright - Video Games Close To 'Cambrian Explosion' Of Possibilities on generated stories.
Redefining Game Narrative: Ubisoft's Patrick Redding On Far Cry 2
Procedural Storytelling - Dan Kline on procedural storytelling.
Algorithms
Making Noise - Ken Perlin's Discussion of Perlin Noise.
Perlin Noise - Hugo Elias: An overview of Perlin noise.
Procedural 3D Content Generation - Dean Macri and Kim Pallister: An Intel publication on using Perlin noise. Notably about terrain mapping.
Models of Biological Pattern Formation - Hans Meinhardt's book on reaction-diffusion.
A Simple, Efficient Method for Realistic Animation of Clouds - y.Dobashi, K.Kaneda, H.Yamashita, T.Okit, T.Nishita: Fast generation of clouds.