I work on my games alone, that means doing the design, code, art, sound effects and music – and that’s just on the actual game which means time is tight if I’m to get a game to market in a reasonable amount of time. I’ve recently begun to seriously investigate ways to make use of procedurally generated content to overcome some of the obstacles in my way.
For my latest game, The Alpha Device I needed a large dense abstract world the player can fly around. I had previously tried to do this with traditional modelling techniques in Caretaker but failed since it was taking far too long to model levels that if I’m honest, didn’t look that good. For The Alpha Device I had to find a quicker, better way of doing it. I found that in the world of Fractals, and I’m going to show you how I did it.
Byron is an indie developer who also just happens to have spent far too long working for larger studios in the games industry, places like Lionhead, EA and Sega. Byron went on to work for Indies such as Pom Pom and Introversion to learn how to make games the indie way.
10 years on as an indie and Byron is still learning – not how to make games, but how to sell them in a brutal market place in order to fund his addiction to Nando’s and synthesizers.