ɐ ɡˈeɪm wˌɪtʃ ɹᵻkwˈaɪɚz nˈætʃɚɹəl lˈændskeɪps mˈeɪ jˈuːz fɹˈæktəl sˌʌbdᵻvˈɪʒən tə kɹiːˈeɪt kənvˈɪnsɪŋ tɚɹˈeɪn, wˈɛɹæz ɐ ɡˈeɪm sˈɛt ɪnsˈaɪd ɐ stɹˈʌktʃɚ sˈʌtʃ ɐz ɐ dˈʌndʒən mˈeɪ jˈuːz tˈuːdᵻmˈɛnʃənəl mˈeɪz ˈælɡɚɹˌɪθəmz.
A game which requires natural landscapes may use fractal subdivision to create convincing terrain, whereas a game set inside a structure such as a dungeon may use two-dimensional maze algorithms.