ABZU Tools Devlog - Part 1

I’m currently taking a week of vacation off work, and I decided to set aside several days of this vacation to attempt to recreate some of the tools from Giant Squid Studios’ brilliant GDC talk about how they developed the striking art of ABZU. (If it sounds like I’m gushing it’s because I am. The game is gorgeous and wonderful.)

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Using Grammars to Define Procedural Generation

I’ve always been fascinated by games which ship with detailed map editors. Specifically, the way they attempt to expose game logic in such a way that inexperienced players can create their own. Recently I’ve been working on an experimental method for authoring landscapes which in a similar way uses a grammar to expose the rules of procedural generation to be manipulated by an inexperienced user.

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3D Modeling Seems Problematic

I’ve been dabbling in 3D modeling a lot lately. For a recent gamejam, Orcajam 2017, I decided to spend the weekend focusing on 3D modeling since it’s not normally something I get to devote a large chunk of time to. While it’s always been pretty apparent that 3D modeling has a steep learning curve and complicated interfaces, I came across a problem which affects even professionals:

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