Rambling of a restless mind. That propably gets it. I write about whatever comes to my mind. Granted, that's a lot of more or less useless stuff. So I'll probably spare you of my thoughts of lesser importance or those that are borderline mad. The rest would be science, philosopy, computer graphics and mostly game development.

Roguelites gained a lot of traction in the last years. Or more generally spoken, games featuring procedural content. Being a designer myself I have always been fascinated by procedural content generation. You know the argument... "Procedural can never be as good as manual". Can't it? Well of course there's a lot of manual design involved with games. But nonetheless, games like The Binding of Isaac or the upcoming No Man's Sky, among many others, promise procedural content or held to the promise already. And they are great fun. I though to myself "That's what I want to do." Then I looked at the underlying principles of procedural content creation. It's all math. Cool math. But... not very colorful and stuff. But hey! I'm using Unity. So there has to be something on the asset store already, because it always is. Yes? No? Wait what?

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