Open World Gamedev 2023/004
Hi and welcome to the fourth issue of this newsletter! Today's date is 2023-05-04.
As I slyly foreshadowed the last time, this time we have a bit of a city theme going! Quite a big bit, actually. I found so many resources I decided to split them up and focus on a sub-theme: buildings, kits, and modularity.
Sidenote 1: Issue 2023/003 was very successful in terms of getting thrown around social media (in a very "oh man, this doin numbers" way). I appreciate it! If you like it, then a like, retweet, boost, etc, can maybe help someone else find it and like it too.
πΊ Videos
- [Art] Aesthetic Contrast in Horizon, Control, and Final Fantasy XV (opens in a new tab) by Adam Srayi. β¨
- [Art] Building Blocks: Artist Driven Procedural Buildings (opens in a new tab) by James Golding.
- [Art] Horizon Forbidden West: A Visual Masterclass (opens in a new tab) by Digital Foundry. β¨
- [Art] The Quick and Easy Alternative to Photoscanning! (opens in a new tab) by Nico Linde. β¨
- [Game Design] Fallout 4's Modular Level Design (opens in a new tab) by Joel Burgess and Nathan Purkeypile.
- [Game Design] How We Used Iterative Level Design to Ship Skyrim and Fallout 3 (opens in a new tab) by Joel Burgess.
- [Game Design] Level Design: An Overview (opens in a new tab) by Joel Burgess.
- [Game Design] The Elder Scrolls II: Daggerfall Unity Review (opens in a new tab) by DrJerryGaming. β¨
- [Game Design] Why travel in D&D sucks (and 3 steps to fix it) (opens in a new tab) by Ginny Di.
- [Procedural Generation] Procedural Buildings (opens in a new tab) by Board To Bits Games.
- [Procedural Generation] Spline-Based Procedural Modeling in 'Agents of Mayhem' (opens in a new tab) by Chris Helvig and Chris Dubois.
- [Production] Tides of Revival - Producing a Game by Climbing Mountains (opens in a new tab) by Anders Elfgren. β¨
- [Worldbuilding] D&D City Geopolitics, Explained! (opens in a new tab) by Dungeon Masterpiece. β¨
- [Worldbuilding] Settlements (opens in a new tab) by Runesmith.
Sidenote 2: I do question my categories sometimes. Is a youtuber review really "Game Design", on par with a GDC talk? Should I add a "Game Analysis" or "Game Critique" or "Youtuber Hot Take" category? In the end I've decided against it. It feels unnecessarily elitist and having broad categories really does make my life easier.
π Articles
- [Art] A programmer's guide to learning game art (opens in a new tab) by cmdddx. β¨
- [Game Design] Building a Systemic Gun (opens in a new tab) by Martin Annander. β¨
- [Game Design] Of spiderwebs and blood (opens in a new tab) by Babis Koniaris. β¨
- [Game Design] Skyrimβs Modular Approach to Level Design by Joel Burgess. β¨
- [Interview] Building Huge Open Worlds: Modularity, Kits & Art Fatigue (opens in a new tab) by Joel Burgess.
- [Math] Simplifying BΓ©zier paths (opens in a new tab) by Raph Levien. β¨
- [Procedural Generation] Dual vs main grid tiling (opens in a new tab)
- [Procedural Generation] Procedural Modeling of Buildings by MΓΌller et al.
- [Rendering] Raymarching Grass (opens in a new tab) by 42YEAH. β¨
Sidenote 3: What's the deal with this Joel Burgess guy anyway? Did he intentionally give a bunch of awesome talks just so that he would eventually be listed five (5!) times in my newsletter? Stop trying to steal the show dude!
π¦ Assets, Code & Tools
- [Art] I am not paying Nohr for the cover art (opens in a new tab) by Michal Gotkowski. β¨
- [Art] Painterly Grass Asset Pack (opens in a new tab) by cgchefs. β¨
- [Book] Sandbox Generator (opens in a new tab) by Atelier Clandestin. β¨
- [Library] atlaspacker (opens in a new tab) by Mathias Westerdahl. β¨
- [Platform] Terasology (opens in a new tab) by MovingBlocks.
- [Tool] Buildify (opens in a new tab) by Pavel Oliva.
- [Tool] Procedural Building Generator (opens in a new tab) by Isak Waltin. β¨
π Physical Products!
- [AI] Behavioral Mathematics in Game AI (opens in a new tab). Mini-review: Comprehensive book on Utility AI.
- [Content] Ascoleth: The Last Great City (opens in a new tab). Mini-review: Imaginative zine for a huge and weird fantasy city.
- [Writing] It Was the Best of Sentences, It Was the Worst of Sentences (opens in a new tab). Mini-review: Short and full of great tips for writing sentences, that are good unlike this one.
Sidenote 4: Thanks to Kenny "Hello Worlds" Pirman, I now have unlocked the technology of embedded videos!
π Cool Nuggets β¨
- 3d terrain generator (opens in a new tab)
- Cave/Glade generator (opens in a new tab)
- Ear clipping triangulation for procedural roofs (opens in a new tab)
- dot big bang: Castle tile set example (opens in a new tab)
- dot big bang: Castle tile set (opens in a new tab)
- dot big bang: Fire spread system (opens in a new tab)
- dot big bang: Poisson-disc distributed forest (opens in a new tab)
- Generating connected cities in forests (opens in a new tab)
- Hello Cities: Voronoi patches (opens in a new tab)
- Hordes: Cozy signup screen (opens in a new tab)
- Hordes: Top-down macro scale world editing (opens in a new tab)
- Irregular terrain grid (opens in a new tab)
- Just two cool dudes (opens in a new tab)
- Mewgenics: Useful open source libraries (opens in a new tab)
- Might of Merchants: Spline map tools (opens in a new tab)
- Modular wall & floor tiles (opens in a new tab)
- Path of Achra: Early Access release (opens in a new tab)
- Procedurally generated city (opens in a new tab)
- Relaxed triangle grid on sphere (opens in a new tab)
- Shadows of Doubt: Early Access release (opens in a new tab)
- Soulash 2: Steam page up (opens in a new tab)
- Tiny Glade: Windows cut-outs (opens in a new tab)
- Vagabond: Early Access release (opens in a new tab)
- Village Square (opens in a new tab)
- Wayward Realms: World Generation Systems (opens in a new tab)
- WFC with variable tile sizes (opens in a new tab)
- Wilderless: Seamless dungeon entrances (opens in a new tab)
Sidenote 5: Four things this week is from my coworkers Heather & Brad. They are like machines. I'm not sure what their input is but the output is always amazing.
π Bonus Stuff
- [Management] Autonomy, Mastery, Purpose - Building a Hyper-Engaged Team (opens in a new tab) by Alex Mole.
- [Management] Mentoring: Itβs Not What You Think (opens in a new tab) by D S Wadeson. β¨
- [Marketing] Email & Presskit Templates For Contacting Youtubers & Streamers (opens in a new tab) by Wanderbots. β¨
- [Math] Cubic Interpolation of Quaternions (opens in a new tab) by Daniel Holden. β¨
- [Production] The Publisher's Lie (opens in a new tab) by Rami Ismail. β¨
- [Programming] Making Systems Programming Accessible (opens in a new tab) by Andrew Kelley. β¨
Endnote 1: Thanks for reading! π I'm on Twitter (opens in a new tab), Mastodon (opens in a new tab), Youtube (opens in a new tab).
You can also come and chat to me and a bunch of other open worlders over at our Open World Gamedev / Tides of Revival Discord server (opens in a new tab). Many of the resources get posted and discussed there first.
Endnote 2: Yes so about including all the city resources I found (or were given)...
This newsletter has grown with every issue, and first of all, that's not sustainable, obviously. I'd like to keep them roughly the same size and be able to do this for a long time, as I'm finding it rather fun.
But a larger problem with a huge issue is that I think it'll honestly be less useful - people are more likely to just glance over it and not actually look at much of the content. I also I felt like this issue was getting a bit one-sided, as I tried to reduce the size by removing resources unrelated to cities, like the videos on Horizon.
Finally, the little β¨'s, if you haven't figured it out, means that it's a relatively new thing. And honestly I think it's more important to keep the newsletter fresh, diverse, and varied, than that an issue has all the resources for a given theme.
I'll revisit the theme at some point. π If you're itching for more city resources ping me and I'll send you what I have!