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 ๐ 224 ๐ 71 ๐ฌ 7 ๐ 10
Frosted rocks in the Elbe Sandstones โ๏ธ
01.02.2026 08:02 โ ๐ 271 ๐ 27 ๐ฌ 10 ๐ 0
Thereโs 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 ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
The job of the trailer and description is to make people confident they know what itโs like (up to a point). Itโs very likely that whatever turned a third of the reviewers off the game is something thatโs reflected in the trailer/description in one way or another too?
31.01.2026 22:54 โ ๐ 0 ๐ 0 ๐ฌ 2 ๐ 0
And Iโd argue that whatever was the cause of that mixed rating (taste; expectations not met) is a much more straightforward explanation for what โkilledโ the game than a single negative review, no matter how convincing. Occamโs razer and so on.
31.01.2026 22:15 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
I donโt buy the argument that people will opt to pay money for a game if they think itโs going to be bad. Thereโs 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 ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
A prominent negative review could cause some people to not buy the game, but it canโt really explain the gameโs โmixedโ 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 ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
So if itโs smaller than a dog, you just say โdogโ very fast? (โduckโ)
31.01.2026 10:28 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 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 ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0
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 ๐ 30 ๐ 2 ๐ฌ 1 ๐ 1
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! ๐บ
Learn about how and why I transformed my game's world from a tiny 200m patch to a mighty 100km island! ๐ฅ
#gamedev #indiedev #indiegames #devlog
youtu.be/00f5GLnVtok
24.01.2026 23:02 โ ๐ 72 ๐ 20 ๐ฌ 2 ๐ 0
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 ๐ 6 ๐ 2 ๐ฌ 1 ๐ 0
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 ๐ 57 ๐ 7 ๐ฌ 1 ๐ 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 ๐ 9 ๐ 5 ๐ฌ 0 ๐ 1
Thanks! Yeah, itโs 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 Iโve been able to find so far.
22.01.2026 20:43 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
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 ๐ 136 ๐ 26 ๐ฌ 4 ๐ 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 ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Yeah! Underneath itโs completely different though; thereโs no simulation of any kind, just interpolation.
22.01.2026 16:05 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
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 ๐ 95 ๐ 16 ๐ฌ 5 ๐ 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 ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
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, didnโt play anything great very recently and donโt know what youโve played, but hereโs some of my favorite games sorted by my rating. Iโd recommend picking the first from there that strikes your fancy. :) Our criteria seems similar. backloggd.com/u/runevision...
21.01.2026 22:03 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Mapping search value to the lower index of the segment that contains that search value?
20.01.2026 08:43 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
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 ๐ 16 ๐ 2 ๐ฌ 0 ๐ 0
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 ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0
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 ๐ 20 ๐ 3 ๐ฌ 1 ๐ 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 ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
I hit the button โ
๐ญ๐ธ
๐จBIG HOPS is OUT NOW๐จ
Get it on Steam | Switch | PS5 for just $17.99 with our 10% launch discount!
#indiegames #nintendoswitch #ps5
12.01.2026 17:04 โ ๐ 2326 ๐ 834 ๐ฌ 86 ๐ 128
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 ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0
Code/Art Wizard @ Everglow Interactive | I made
Party Panic | Now I make waterfalls
Creator of http://geofront.nl/polders | Spatial Software Developer & Technical Artist
littlefjell@gmail.com
https://www.inprnt.com/gallery/underpalewater/
๐น๏ธ Solo Game Dev ๐ฎ Former AAA Dev.
๐ณ Working on a custom engine + survival game.
๐ I repost Indie Dev progress.
Senior Rendering Programmer at Sony Santa Monica Studio
๐ท http://instagram.com/jendrikillner/
๐ https://www.jendrikillner.com
Making short, finished(?) games in Godot
๐GR, MI - software dev and 3d artist. I made the niche horror game Anemoiapolis: https://store.steampowered.com/app/1522960/Anemoiapolis_Chapter_1/
software engineer / tech artist
Tech Lead at Unity Demo Team. Rendering, tech art. Lighting, VFX. Time Ghost, Enemies, The Heretic, Adam
https://twitter.com/robcupisz
I'm making a voxel game
https://linktr.ee/tooley1998
Professional and hobbyist programmer, player of games. Frustration motivates me. See https://blog.paavo.me/ for my personal blog.
๐ฎ Solo #gamedev based in Berlin
๐ Making a tiny game about water in the desert
Game developer and adaptive music specialist
nifflas.itch.io
Hi, I'm Andrea Nydegger a game tech designer.
Feel free to chat with me about music, games... anything creative really.
https://aendle.itch.io/
https://open.spotify.com/artist/50wrGxTiPDCSxUV9XucSep?si=DpN6XRciT0CLF2Zpf
Procedurally Generated Developer
PlayStation One Obsessive
Occasional Mini Painter
Player of Bass Guitars
Edinburgh, Scotland
https://www.jasperstocker.com/
Game Tech Design student @ Breda University
๐ณ๏ธโโง๏ธ She/Her ๐ณ๏ธโ๐
Portfolio: https://www.damyodk.com
I can make computer go beep boop and make games with that knowledge! ๐ฎ๐ช
I love programming and game design ๐ฎ๐๐ป