Latest Posts

Diagram :: another prototype

I was caught off-guard by own thoughts today. I had come up with a weird idea and nearly knocked my coffee of my desk at work. Even worse I had mindlessly begun to clobber a Pull Request comment with half-thoughts that were firing in my brain. The premise was simple: Could I make a game that inspired a sense of exploration with simple shapes and words? Could I abstract the environment in such a wa...

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Insula :: so long, for now

Needless to say I have stopped working on this prototype. I came to a point where I felt good about the project and was ready to turn it into something real. As I planned out the development process I realized how daunting it really was. I always knew I would need a dedicated artist or two but now it was clear. Unfortunately my efforts to find like-minded individuals didn't fare so well. And while...

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Insula :: some pretty

This post is particularly important to me. I pursued this prototype to see if I could inspire the same emotional response that struck me while playing Riven. Looking back I feel that I was going down a good path and could be successful in my aims with the help of an artist or two. {{vine //vine.co/v/Ozmup3QlLLK/embed/simple}} {{vine //vine.co/v/OahrXVwOZ6z/embed/simple}}...

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Insula :: tooling

I made a shload of tools while working on this prototype. Here are some of more interesting examples simultaneous scaling & translating {{vine //vine.co/v/M3Tw9v5Knhi/embed/simple}} Unity's built in scaling tool is like that of any other 3d animation software. You are given three handles pointing along the x,y,z axis and pulling on one will expand the size of your object along that dimension....

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Insula :: shader efforts with shadows and transparency

I wrote, revised, scrapped and rewrote the shaders and the associated engine infrastructure that handled hiding and revealing the insides of objects. These vines are the fruits of my efforts: neat animations but poor lighting {{vine //vine.co/v/MYP7KbplX9g/embed/simple}} While I was (and still am) very proud of the way the world animates when you walk inside of an enclosed space, I was frustrated...

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what's in the box?

{{vine //vine.co/v/MYZn0aJvvQp/embed/simple}} Other than navigation, a fully shader-based water mesh (300 fps on iPad Air) and some large design decisions I’ve been working on one of the most important features: Peeking inside. It would be a scam to tease the player with curious structures without offering a chance to peek (and hopefully walk) inside. The video above is the first step towards that...

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perspective

{{vine //vine.co/v/MVbjZU0E5Uw/embed/simple}} Orthographic camera, I'm sorry, but we're through. There are cinematography techniques I want to experiment with and you only have one trick - parallel lines. Well I want more. Specifically, I want a tilt-shift-like feeling. The world around you needs to feel large, mysterious but not imposing. And so I have been experimenting with a subtle perspective...

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interaction

{{vine //vine.co/v/ME0g9FWl5vI/embed/simple}} I've pretty much settled on the direction/mechanics/feel for this game. My first step is to prototype a first "area" to see if it's any fun and/or feasible. This bridge, although structurally ineffective, leads out of this area and is thus the goal....

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