I’ve been prototyping procedural level generation for a cave-like dungeon level. It is a One floor environment with no verticality for now. I’ve thought about using Cellular Automata to get a cave-like structure and get the edges of “walls”. Then I would use splines with points in the center of the tiles (with added “jitter” to keep it from being too boxy) create a spline mesh of an assortment of Cavern “walls” in order to provide an organic type of room setup. Is there other better methods? I’m going for a Stylized look, so having premade artistic assets would most likely look better. Any help is appreciated!