Articles on game design, tech, and procedural generation.
Procedural Game Progression Dependency Graphs
Procedurally creating dependency graphs, and playable game levels based on them.
Behind the Design of Eye of the Temple
The inspirations, the approachable and immersive design, and the ingenious room-scale gameplay.
My Experience Launching Eye of the Temple
The ups and downs of shipping my first commercial game in terms of PR, reception, and sales.
Designing for a Sense of Mystery and Wonder
Analyzing two Zelda games to extract key design strategies for evoking a sense of mystery.
Working with Puzzle Design Through State Space Visualization
Visualization of state space is an interesting way of approaching puzzle design.
Creating Natural Paths on Terrains Using Pathfinding
Pathfinding is not just for finding paths, it’s also for procedurally creating them.
Procedural Worlds: The Simulation, Functional and Planning Approaches
Three algorithmically different approaches suitable for different gameplay.
A Primer on Repeatable Random Numbers
The foundation for generating worlds that are always the same in the same location.