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I've published a new video about how I've made my procedural mountain forest bigger, better and faster over the past two years: Links to things mentioned in the video My previous video about my procedural mountain forest.
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In video game development, we’re used to sound coming from single positions in space, but how do we handle sound coming from an irregular shape?
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This blog post and the companion video both explain an erosion technique I’ve worked on over the past eight months.
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While working on a novel erosion algorithm last fall (which I'll release at a later time), I developed a directional noise function in the process, which combines various traits of other ones.
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I've actually been working on a cool erosion technique I'll post about later, but during some downtime, I had an impulse to see if I could make a basic hair shader that doesn't require any specially made meshes or textures.
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I don't know if it's because I come from a supremely flat country, or in spite of it, but I love terrain with elevation differences.
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I've just returned from three weeks of vacation in Japan.
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For my game The Big Forest I want to have creatures that are both procedurally generated and animated, which, as expected, is quite a research challenge.
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Another year went by as an indie game developer and what do I have to show for it?
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In 2022 I came up with some new ideas for what kind of game The Big Forest (working title) could be.
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The Cluster is finally released and available for free on Itch.
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2023 was a pretty good year for me!
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Unity Technologies has announced a new Unity Runtime Fee that charges developers a fee of up to $0.20 per installed game above certain thresholds.
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My VR adventure Eye of the Temple, that I've been working on since 2016, has landed on the Meta Quest 2!
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Today is the one year anniversary of the release of my VR adventure Eye of the Temple on Steam!
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My VR adventure Eye of the Temple, that I've been working on for the past five years, has finally shipped!
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I play games to get to explore intriguing places, while challenge and story is secondary to me.
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You can skip to the header below for the actual guide.
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Today is my last day at Unity.
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I've completely failed to keep up the posting in 2019, but it's not too late to write at least one post this year!
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Since my last post in July where I finally got a vision down for the level design in Eye of the Temple, I've been feeling super productive adding new areas and features to the game.
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Let me talk a bit about my workflows for doing level design in Eye of the Temple since I recently had some progress in that area.
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It's time for a new update on the development of Eye of the Temple.
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Last week I took a dive into the world of PR with Eye of the Temple.
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It seems like I didn't blog since July.