Quick answer: Generate names from syllable templates or a Markov chain trained on real names, enforcing alternating consonant and vowel groups so output stays pronounceable.
If your NPCs are named things like Xkzqrt, the generator is picking letters with no structure. A syllable or Markov approach yields names that read naturally.
How to fix it
1. Build names from syllables
Define onset, nucleus, and coda parts (consonant clusters, vowels, endings) and assemble 2-4 syllables from those pools. This guarantees every name has the consonant-vowel rhythm of a real word.
2. Or train a Markov chain
Feed a corpus of real names into an order-2 or order-3 character Markov model and sample from it. The transition probabilities encode which letter sequences are plausible, so output mimics the source style.
3. Filter the output
Reject generated names that exceed a length bound, contain too many consecutive consonants, or accidentally match a blocklist of real or offensive words, and resample.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.