DotBrighton Talk
If anyone is around in Brighton on the 25th Jan, Im going to be doing a talk at DotBrighton. Its probably going to be generally about using procedural and generative methods in making games. (Unity...
View ArticleAvseq Released
At last, AVSeq is available to the world. Its been quite a interested (and frustrating) process, getting it ready for both platforms, with demos and installers (the installer making process was...
View ArticleDotBrighton Slides
I had a really good time presenting my work and talking about generative and procedural game design at DotBrighton yesterday, and, as promised I’ve uploaded the slides from the talk here as a pdf. If...
View ArticleFormal prints & London Unity Users Group
Firstly I am going to be talking at the London Unity Users Group on Thursday. It will be a similar talk to the one i did at DotBrighton, but with hopefully a bit more demoing of actual software and...
View ArticleSir, You Are Being Hunted
I really should have posted something about this sooner, especially since I’ve been writing posts about it over on Big Robot for a while now. Sir, You Are Being Hunted, is the next game we are...
View ArticleProcedurality & Infinity @ LUUG and Game12
I recently gave a couple of talks about procedural generation and Unity. The first one was for the London Unity Users Group in March. They were kind enough to video the talk, and the recordings are...
View ArticleIn Ruins – released
I’ve finally managed to complete a playable build of ‘In Ruins’. It’s not as completely polished as I’d have liked and theres a lot of ways I would expand the concept if I had more time to devote to...
View ArticleAvseq on steam, Sir You Are Being Hunted – trailer
Well, after releasing ‘In Ruins’ for free and the new trailer for Sir You Are Being Hunted getting over 100k views in a few days, things have been pretty busy for me and my big-robot colleagues....
View ArticleGenerative AV
UPDATE: I’ve uploaded a zip containing a demo unity project (Unity4, but the scripts are extractable) and a single PD patch you can link up. (NB, some of the code is developed from a bunch of posts on...
View ArticleGlass Pebble
NOTE: This is a sketch of personal thoughts, written partly in response to Ste Currans talk “In the time it takes your heart to beat” at GameCamp13 in London (18/05/13) – Ste’s talk was a story, about...
View ArticlePermutation Racer
There hasnt been much activity on the blog for a while now, mainly due to the fact I’ve been hard at work on Sir You Are Being Hunted over at Big Robot. In fact, this post & game is also available...
View ArticleDark Souls
Ok, So I know that many people have been writing about Dark Souls recently, and Im not sure I can add too much to the excellent article Skyrim and Dark Souls by Rich Stanton, but I have just finished...
View Article3d Roguelike test
Tinkering with a new bit of procedural code. This time its a version of a roguelike dungeon generator. I used a fairly standard set of functions/rules with the usual varying parameters of room...
View ArticleResearch Info-AvSeq
This post outlines some of the technical issues and solutions connected with the development of AvSeq, the first game produced for my PhD research. More generalised information about the game is...
View ArticleResearch Info-In Ruins
This post outlines some of the technical issues and solutions connected with the development of In Ruins, the second game produced for my PhD research. In Ruins is an ambient exploration game with...
View ArticleResearch Info P. Racer
This post outlines some of the technical issues and solutions connected with the development of Permutation Racer, the third game produced for my PhD research. Permutation Racer is an experimental,...
View ArticleResearch Hub
This post presents links to the technical articles connected with the practice component of my PhD investigating “Videogames and the Digital Sublime”. The following articles provide examples of...
View ArticleSpherical Voxel World
Marching Cubes chunked voxel structure using distance from 0,0,0 as planet surface value + some perlin noise for terrain features. Simple player controller using 0,0,0 gravity attraction code.
View ArticleCubic Sphere
Sphereized Cube planet, with 2 levels of altitude (ie tower/plateaus) with a WIP grass generator and a FPS controller with fake planetoid gravity
View ArticleInfinite Contour Landscape
Infinite chunked terrain using 2d projected marching squares algorithm to make ordinance survey style altitude-contour terrain.
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