Category: Uncategorized

  • Winter Cleaning

    I’ve finally gotten around to adding/updating a few of the projects I’ve been working on, and dusting off this site. I’ve been busy these last few years, and hope to post more about what I’ve done as things reach a releasable state! My day job has been continuing on Walden, a Game, developing modules for…

  • Dragon’s Descent for the Atari 2600

    Now for sale at AtariAge! Also, a forum thread with my development process is on AtariAge here: https://atariage.com/forums/topic/286017-dragons-descent-rogueliteaction-game/ Whew, it’s been a while since I posted. This month has been a busy month so far! I’ll try and post a little of what I’ve been working on over the last few months, but right now…

  • Walden Released for PS4!

    We released Walden, a game for the PlayStation 4 last Tuesday – it’s been quite a journey.  A full telling of my own experience being the lead programmer on the project will have to wait, but it’s been an incredible path.  I will say I that I found the work a historical adaptation as much…

  • Pardon the dust…

    Dust for neglect, or construction, or speed?  It’s been a busy time – 2017 had me receive my doctorate, as well as help release Walden, a game.  We’re busy porting Walden to a few other platforms, and currently I’m updating and re-organizing this site along with posting some of my work, new and old, to…

  • Game Jam Kit – Useful Links

    I’m helping out with the Getty Game Jam, and I figure I’d post links to some sites I’ve found handy in the past, especially if I’m short on time. My particular weak point is audio, especially music, but having any audio usually a million times better than no audio at all.  Fonts can also go…

  • Procedural Game Jam 2014 – Concluding notes for Forska

    I said I’d write up a few notes about how I went about building Forska.  Here is some information on various aspects of the project: Terrain Generation Currently the project just uses Worley (i.e. Voronoi) noise to generate the mountains – I found a good implementation here that I got working in Unity with minimal…

  • Procedural Game Jam 2014 – Part 10, VR addendum

    This isn’t really for the jam itself, but is one of the “next phase” branches I have for my research.  I’m very interested in immersive spaces that aren’t photoreal, nor trying to be.  I finally got my Oculus DK2 working well enough to try Forska, in real time, in a virtual reality setting: A huge…

  • Procedural Game Jam 2014 – Part 9, Web and Real Time Experiments

    I added a web-friendly version. It doesn’t look quite as nice, and using the portals between worlds is a bit slower, but it runs pretty well. You can get away with a lot when you only have to worry about the user looking at one image at a time, and when interactions are every 1-1/2…

  • Procedural Game Jam 2014 – Part 8 – Uploaded!

    Posted! You can download (Mac or PC) here: http://tfurmanskigmailcom.itch.io/forska I added in weather and spotlights on points of interest. This actually makes night a better time to look for things, but I find that kind of balances the open exploration during daytime. I might actually take a stab at making a web player version –…

  • Procedural Game Jam 2014 – Part 7

    As the above image suggests, you can go to different worlds.  Currently it’s a different terrain and textures, from ice to desert to forest, but it’s easily expandable.  With a bit of work I could make the textures themselves procedural.  I’ll probably go for weather first, trying to make each space have its own take…