Immersive environments are a big part of video games. With hardware being more capable than ever of displaying millions of triangles at once both the capability and demand of more content in an environment increases. This puts more strain on level designers who have to spend more time per scene to make everything meet the constantly increasing visual standards. Being able to procedurally decorate any environment in such a fashion that it follows the hand-made hero scenes of the game becomes an important way to save time and money better spent elsewhere in the project. This thesis investigates a hierarchical method of procedurally generating objects inside an environment. This was accomplished by creating an artifact to analyze the feasibility of efficiently hierarchically decorating environments at run-time of a video game. Though focusing on furniture and decorative objects of rooms the system can also be used to procedurally place game related content.