procedural generation

Oh right, so that’s what you do in No Man’s Sky

“So what do you actually do?” It’s worrying that this has been the biggest question surrounding No Man’s Sky for the duration of its public existence. At the same time, that mystery is what has probably kept us engaged for the past two years. Every time one of its features is outlined it’s like a ma

How do you bring the magic of Spelunky to 3D architecture?

Mark Johns is chasing a ghost. This is what he tells me. It’s not quite the truth. The spectral quality of this “ghost” isn’t immateriality; interfacing with it isn’t a problem, Johns has done that thousands of times. The hard bit, and the bit he’s after, is understanding it. The ghost is actually S

Astaeria turns classic poetry into videogame worlds for us to wander

The best poetry alludes to a kind of magic. After all, as one classic tweet had us recall, the act of reading is to “stare at marked slices of tree for hours on end, hallucinating vividly.” It seems a bizarre activity when worded as such, but it’s the truth, as the power of finely tuned stanzas is e