DotBrighton 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 you have got any questions of suggestions based on the content of the talk or the slides then please leave [...]
Avseq 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 particularly irritating). Its available from www.big-robot.com and of course there are demos for each platform you can try out. It feels good to get [...]
In Ruins test footage
I’ve managed to get the generative audio aspect of In Ruins working now. Thanks to Jonny Pilcher for the piano and drone work. So to demonstrate the whole package I decided to record some test footage. Everythign you see in the video is generated procedurally. I was tempted to just spam the regeneration key to [...]
Infinite Terrain Video
I just did a quick autopilot recording of the infinite terrain engine Ive been working on (see previous posts). You can check out the video here, or on youtube. You can also see more flickr images here.
Avseq Video
Here’s a little compilation of gameplay clips from the current version of avseq. You can check out the video here, or on youtube. You can also see more flickr images here.
Designosaurs
Last year I worked with Lovebytes in sheffield to set up a schools digital creativity project called flutter. It was such a sucess that we were asked to repeat the process, but this time along a different theme, “Dinosaurs” – RAAaah!. This time I used Unity for the software development, but the actual process was [...]
Infinite Sightseeing Vol1
Random screenshots from a little sightseeing run in the latest iteration of my infinite terrain engine. Shows a variety of forms and a few postprocessing effects that are triggered by regional emitters.
Voxelwrapped terrain images
I’ve been extending the Voxel wrapping framework from the previous post or two into a more fully fledged procedural terrain system. I wanted to get a reasonable sense of scale and distance, but I didn’t want to cripple the framework with too much crazy LOD code. Inititally I did implement a LOD scheme , where [...]
Avseq – youtube review
Avseq was an abstract cound sequencing game I produced as part of my PHD research. It was installed at the Phoenix Square arts cinema in Leicester, earlier last summer (2010). While I received flattering feedback from most people who saw the installation, I was (unsuprisingly) disappointed by the reticence of most people to actively engage [...]
Solaris
There are a few notable analogues in the literary tradition that reflect or use generative processes in their fiction. Ballard, Aldiss and Murukami all employ dreamlike ‘remixes’ of the world and language in their texts. But ‘Solaris’ by Stanislaw Lem is fascinating in the extent to which the author documents the emergent properties a morphogenic [...]