The game Castle Story required a special type of tiling textures that allowed tight control over repeating patterns. It was necessary to be able to shuffle any of the 16 textures tiles in any order and maintain perfect seamless tiling. To achieve this I developed a method using texture atlases of 4x4 tiles in which each row is has different frequency details. For example, the top row would have almost no distinguishable pattern and would be used most of the time, while the bottom row would have one rare noticeable detail. The result is a texture that can be used on a voxel grid while breaking up large repeating tiling artifacts. Credit to the talented @gabrielforbes who created additional texture sets such as the sand dunes, snow and cobblestone textures sets.