At Biome's Edge

Barley, a dog, stands in an arid patch of rocky dirt. Behind her, a lush hedge springs up, along an unnaturally sharp border.

Barley, a dog, stands in an arid patch of rocky dirt. Behind her, a lush hedge springs up, along an unnaturally sharp border.

An unavoidable compromise in procedural generation for open worlds is the division of a design team’s labor into the crafting of biomes, which in turn results in the player discovering “seams” along which those two design languages meet. When we encounter them in games, we tend to politely ignore them, the way we would a theatrical performer flubbing a line - after all, we can only ask so much of those who have labored to make our entertainment. Exploring residential environments, with Barley, however, I often notice that the way we split up the use of space also creates unreasonably sharp boundaries. Here, we see Barley standing in what amounts to an empty lot that has somehow been kept clear of any weeds. Just behind her, at the property line, there stands not only an enormous hedge that extends for tens of feet, but beyond it is the sort of lush, verdant yard that is only possible with constant year-round watering.