This is a short list of some of the side projects and game jam contributions I have produced over the years. A full list is available on my itch.io page.
A Jellyfish generator developed for ProcJam2019. It uses realtime mesh generation and shader based animations to create a range of alien jellyfish (Web Player)
A map generator developed for ProcJam2021, intended to create maps in the style of old fantasy books. It uses a combination of Vornoi cell generation, pathfinding and biome logic to define a Tolkein-esque landscape. The user can adjust various parameters to explore the possibility space of the model. (Web Player)
Permutation Racer’ is an experimental, endless racing game, exploring the procedural construction of space.
It’s part of my PHD research to investigate ideas that connect games, permutation and the sublime. The race track is generated from a series of noise filtered ‘biome’ styling functions. There are about 12 region types ranging from chasms to archways and caves, all generated in real time as the player progresses. I might post a more technical article about the actual methods used later. The only aim is to travel as far as possible, hampered by the fact that over time/distance the generation algorithms make the track more hazardous and convoluted.
‘In Ruins’ is an experimental, ambient game examining the procedural construction of space. It’s part of an ongoing Phd research project to investigate ideas that connect games, permutation and the sublime. It’s part of a series of games inspired by artistic interpretations of the sublime, in this case the work of Romantic landscape painters (Thomas Cole, Caspar David Friedrich etc). Its also heavily influenced by Fumito Uedas Ico series.
The player is deposited on the edge of a procedurally generated island. The island consists of overgrown pathways ruined spires and broken ramparts. A central tower looms above the island beckoning the player towards it.