# A Database-Driven Framework for 3D Level Generation with LLMs

arXiv: https://arxiv.org/abs/2508.18533 · HTML: https://mlsanity.com/paper/2508.18533/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 8 of its 27 references that are in the map.
- First posted on arXiv 25 Aug 2025.

## Builds on (most cited first, 8 of 8)

- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [Compositional 3D Scene Generation using Locally Conditioned Diffusion](https://mlsanity.com/paper/2303.12218/) (2023)
- [PCGRL: Procedural Content Generation via Reinforcement Learning](https://mlsanity.com/paper/2001.09212/) (2020)
- [Deep Learning for Procedural Content Generation](https://mlsanity.com/paper/2010.04548/) (2020)
- [Ctrl-Room: Controllable Text-to-3D Room Meshes Generation with Layout Constraints](https://mlsanity.com/paper/2310.03602/) (2023)
- [ControlRoom3D: Room Generation using Semantic Proxy Rooms](https://mlsanity.com/paper/2312.05208/) (2023)
- [Sketch2Scene: Automatic Generation of Interactive 3D Game Scenes from User's Casual Sketches](https://mlsanity.com/paper/2408.04567/) (2024)
- [PlotMap: Automated Layout Design for Building Game Worlds](https://mlsanity.com/paper/2309.15242/) (2023)

## Built on by (most cited first, 1 of 1)

- [High Dimensional Procedural Content Generation](https://mlsanity.com/paper/2602.18943/) (2026)

## Abstract (arXiv)

Procedural Content Generation for 3D game levels faces challenges in balancing spatial coherence, navigational functionality, and adaptable gameplay progression across multi-floor environments. This paper introduces a novel framework for generating such levels, centered on the offline, LLM-assisted construction of reusable databases for architectural components (facilities and room templates) and gameplay mechanic elements. Our multi-phase pipeline assembles levels by: (1) selecting and arranging instances from the Room Database to form a multi-floor global structure with an inherent topological order; (2) optimizing the internal layout of facilities for each room based on predefined constraints from the Facility Database; and (3) integrating progression-based gameplay mechanics by placing components from a Mechanics Database according to their topological and spatial rules. A subsequent two-phase repair system ensures navigability. This approach combines modular, database-driven design with constraint-based optimization, allowing for systematic control over level structure and the adaptable pacing of gameplay elements. Initial experiments validate the framework's ability in generating diverse, navigable 3D environments and its capability to simulate distinct gameplay pacing strategies through simple parameterization. This research advances PCG by presenting a scalable, database-centric foundation for the automated generation of complex 3D levels with configurable gameplay progression.
