".kkrieger" makes extensive use of procedural generation methods. Textures are stored via their creation history instead of a per-pixel basis, thus only requiring the history data and the generator code to be compiled into the executable, producing a relatively small file size. Meshes are created from basic solids such as boxes and cylinders, which are then deformed to achieve the desired shape - essentially a special way of box modeling. These two generation processes account for the extensive loading time of the game — all assets of the gameplay are reproduced during the loading phase.