Rune Skovbo Johansen's Avatar

Rune Skovbo Johansen

@runevision.bsky.social

Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest. ๐Ÿ“ Turku, Finland ๐Ÿ”— https://runevision.com https://www.youtube.com/c/runevision https://mastodon.gamedev.place/@runevision

3,246 Followers  |  180 Following  |  1,091 Posts  |  Joined: 03.07.2023  |  1.922

Latest posts by runevision.bsky.social on Bluesky

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Gyms, Zoos, and Museums: Your documentation should be in-game โ€” Robin-Yann Storm, Product & UX Designer for Tools Gyms, Zoos, and Museums: Your documentation should be in-game

My 2025 talk 'Gyms, Zoos, and Museums: Your documentation should be in-game' is now also available in text format, for those who like to read instead of watch: rystorm.com/blog/gyms-zo...

And if you haven't seen it yet, there is an all new video too, with bonus material on the history of Zoos!

27.01.2026 18:11 โ€” ๐Ÿ‘ 224    ๐Ÿ” 71    ๐Ÿ’ฌ 7    ๐Ÿ“Œ 10
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Frosted rocks in the Elbe Sandstones โ„๏ธ

01.02.2026 08:02 โ€” ๐Ÿ‘ 271    ๐Ÿ” 27    ๐Ÿ’ฌ 10    ๐Ÿ“Œ 0

Thereโ€™s some people who play a game where they try to guess the sales/number of reviews of games based solely on having seen the key art or trailer - and get very good at it after a while.

31.01.2026 22:56 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

The job of the trailer and description is to make people confident they know what itโ€™s like (up to a point). Itโ€™s very likely that whatever turned a third of the reviewers off the game is something thatโ€™s reflected in the trailer/description in one way or another too?

31.01.2026 22:54 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

And Iโ€™d argue that whatever was the cause of that mixed rating (taste; expectations not met) is a much more straightforward explanation for what โ€˜killedโ€™ the game than a single negative review, no matter how convincing. Occamโ€™s razer and so on.

31.01.2026 22:15 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I donโ€™t buy the argument that people will opt to pay money for a game if they think itโ€™s going to be bad. Thereโ€™s plenty of other games they can spent their money on instead.

And my point is not so much about the mixed rating itself, but rather about what caused it.

31.01.2026 22:12 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

A prominent negative review could cause some people to not buy the game, but it canโ€™t really explain the gameโ€™s โ€˜mixedโ€™ rating based on over 100 reviews, can it? What makes you figure that one negative review was what killed the game, and not its overall mixed rating?

31.01.2026 21:24 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Procedurally generated buildings with interiors for my upcoming adventure game #GrimShiver. Working on the poster generation system too for lore about the world around you.
#ScreenshotSaturday
NimianLegends.com

31.01.2026 20:09 โ€” ๐Ÿ‘ 29    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

So if itโ€™s smaller than a dog, you just say โ€˜dogโ€™ very fast? (โ€˜duckโ€™)

31.01.2026 10:28 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Replied to the wrong thread? :)

Here's the thread it sounds like it belongs to:
bsky.app/profile/niff...

27.01.2026 07:32 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Procedural buildings are for #GrimShiver, but I think I'll also add them as toys in the #Wilderless games. This is my first test at using gizmos to change a house - just the width/length/height for now, and thinking which other variables to expose.
NimianLegends.com

26.01.2026 00:40 โ€” ๐Ÿ‘ 30    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
I Made My Game's Map 1000x Bigger! - Village Builder Devlog #11
YouTube video by Nikita Lisitsa I Made My Game's Map 1000x Bigger! - Village Builder Devlog #11

A new devlog about my village building game! ๐Ÿ“บ

Learn about how and why I transformed my game's world from a tiny 200m patch to a mighty 100km island! ๐Ÿ”ฅ

#gamedev #indiedev #indiegames #devlog

youtu.be/00f5GLnVtok

24.01.2026 23:02 โ€” ๐Ÿ‘ 72    ๐Ÿ” 20    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
Multi-Scale Turing Patterns A gallery of multi-scale Turing patterns

Ah these? (rreusser.github.io/multiscale-t...) Those are some nice patterns indeed!

24.01.2026 21:10 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Obsession (WARNING: FLASHY AND TRIPPY)
YouTube video by Vuntra City Obsession (WARNING: FLASHY AND TRIPPY)

Been experimenting with using @runevision.bsky.social's noise shader for post-processing effects in Unreal and I made this: www.youtube.com/watch?v=Qxu_...

23.01.2026 16:31 โ€” ๐Ÿ‘ 6    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Luminescent Growth

Stateless shader based on Phacelle Noise. Video compression makes it pale; it looks better in the Shadertoy: www.shadertoy.com/view/tXGcWR

#ProcGen #Shaders #Shadertoy

23.01.2026 10:53 โ€” ๐Ÿ‘ 57    ๐Ÿ” 7    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

The Call for Speakers is still open, we are very curious to what you have been up to!

06.01.2026 06:19 โ€” ๐Ÿ‘ 9    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1

Thanks! Yeah, itโ€™s actually closer to an evolution of Gabor Noise called Phasor Noise, which I compare with in the blog post. But Phacelle Noise is significantly faster than the Phasor Noise implementations Iโ€™ve been able to find so far.

22.01.2026 20:43 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
The brains are in the grenades: how enemies think in Tactical Breach Wizards
YouTube video by Tom Francis The brains are in the grenades: how enemies think in Tactical Breach Wizards

The brains are in the grenades: How enemies think in Tactical Breach Wizards

youtu.be/gEFfBXQAtYE

I'm not going to GDC this year, so here's a little talk for free - on a thing I want to share before I forget how it works.

22.01.2026 16:26 โ€” ๐Ÿ‘ 136    ๐Ÿ” 26    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 3

Right, visual similarities there. :) It seems that one is for triangulated surfaces specifically, while Phacelle Noise is for a continuous plane. The techniques also seem completely different.

22.01.2026 16:43 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Yeah! Underneath itโ€™s completely different though; thereโ€™s no simulation of any kind, just interpolation.

22.01.2026 16:05 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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I made a directional noise type I call Phacelle Noise which is pretty fast!

Is it new or does something functionally identical already exist? I'm not sure! But I didn't come across one like this yet anyway, so here's my findings:
blog.runevision.com/2026/01/phac...

#Graphics #Shaders #Shadertoy

22.01.2026 15:50 โ€” ๐Ÿ‘ 95    ๐Ÿ” 16    ๐Ÿ’ฌ 5    ๐Ÿ“Œ 0

Huh, if that page gives an error code, try going to my main profile page and navigate to games there. Somehow you can navigate to the same URL in the end, but linking directly to it doesn't always work.
backloggd.com/u/runevision/

21.01.2026 22:10 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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runevision's games | Backloggd Keep a virtual backlog of your video game collection, then rate and review the ones you've played to share with your friends!

Hmm, didnโ€™t play anything great very recently and donโ€™t know what youโ€™ve played, but hereโ€™s some of my favorite games sorted by my rating. Iโ€™d recommend picking the first from there that strikes your fancy. :) Our criteria seems similar. backloggd.com/u/runevision...

21.01.2026 22:03 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Mapping search value to the lower index of the segment that contains that search value?

20.01.2026 08:43 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Image with three puzzles. Each are represented as a "map sketch" and the two first also as associated dependency charts.

Image with three puzzles. Each are represented as a "map sketch" and the two first also as associated dependency charts.

I'm pondering if I could add a "ladder" puzzle element to my procedural game, but I'm having trouble wrapping my head around the implications. I need to be able to represent things as a dependency chart for the generation algorithm to work, and this ladder makes it very difficult.
#GameDev #ProcGen

15.01.2026 14:36 โ€” ๐Ÿ‘ 16    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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In a previous iteration it was even possible to see the (user-created) connections between memories in the memory overlay, just like on the map. But the connections were not well readable from a ground vantage point, so I scrapped that part.

14.01.2026 16:02 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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I implemented a memory overlay effect (10 secs into the video here). As the level designs get more complex, it's nice to be able to see the general direction of snapped memories without always having to open the map.
#GameDev

14.01.2026 15:53 โ€” ๐Ÿ‘ 20    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

He didn't say it's good, he said it's sustainable. He acknowledges that burning people out is bad.

"We have to lean into other ways of making things better in the industry. Unfortunately, 'unsustainable' isn't, on it's own, a forcing function towards better practices."
bsky.app/profile/nick...

14.01.2026 11:59 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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I hit the button โœ…๐Ÿ˜ญ๐Ÿธ
๐ŸšจBIG HOPS is OUT NOW๐Ÿšจ
Get it on Steam | Switch | PS5 for just $17.99 with our 10% launch discount!
#indiegames #nintendoswitch #ps5

12.01.2026 17:04 โ€” ๐Ÿ‘ 2326    ๐Ÿ” 834    ๐Ÿ’ฌ 86    ๐Ÿ“Œ 128
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Home - Everything Procedural Conference EVERYTHING PROCEDURAL EPC2026 07-10 April 2026 CONFERENCE ON PROCEDURAL GENERATION FOR GAMES CALL FOR SPEAKERS Days Hours Minutes Seconds meet and share knowledge From Tuesday 7 April to Friday 10 Apr...

Might be worth mentioning that this is in Breda, Netherlands for those not in the know :)

Communication recs:
- Change profile name to 'Everything Procedural Conference'
- Add dates and location info to profile bio and speaker form
- Add link to everythingprocedural.com on profile and speaker form

12.01.2026 15:29 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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