Lai, GormLeymarie, Frederic FolLatham, WilliamArita, TakayaSuzuki, ReijiBühler, Katja and Rushmeier, Holly2021-04-092021-04-0920211467-8659https://doi.org/10.1111/cgf.142661https://diglib.eg.org:443/handle/10.1111/cgf142661We present a review of methods for procedurally generating the morphology of virtual creatures. We include a range of methods, with the main groups being from ALife over art to video games. Even though at times these groups overlap, for clarity we have kept this distinction. By including the word virtual, we mean that we focus on methods for simulation in silico, and not physical robots. We also include a historical perspective, with information on methods such as cellular automata, L-systems and a focus on earlier pioneers in the field.Applied computingComputational biologyHardwareBiologyrelated information processingSoftware and its engineeringInteractive gamesComputing methodologiesArtificial lifeVirtual Creature Morphology - A Review10.1111/cgf.142661659-681