Of course by their very nature computer games heavily rely on procedural design (procedural generation) and generative methods. Almost any aspect can potentially be transformed from a predefined, manually created feature into one that is dynamically created through code.
Procedural generation in video games starts with the genre "Roguelike", which is named after the 1980 dungeon crawling game "Rogue". All dungeon levels, monster encounters, and treasures are procedurally generated on each playthrough, so that no game is the same as a previous one. (Wikipedia)
Hello Games, No Man‘s Sky, 2015 -
Universal Everything - Emergence 2017-2019
David Fothergill, I've fallen, and I can't get up!, 2014
Jon Rafman - Poor Magic 2017
Ian Cheng - Emissaries Trilogy 2015-2018 & BOB 205
jtnimoy / GMUNK - Tron Legacy (2010) - http://gmunk.com/TRON-Solar-Sailor