If you’re here to figure out the best strategy to be greenlit, let me squash your hopes before we get started. I don’t fully understand how we got Greenlit. I…
Getting Greenlit in less than a week on Steam Greenlight
Written by Valentine Dessertenne on June 26, 2015
Generating content in a procedural labyrinth
Written by Loïc Cayuela on May 12, 2015
In my previous blog post, we had focused on how labyrinths are procedurally generated, and what type of constraints game design bestows upon us. Today, it’s time to look into…
Reconciling Procedural Labyrinth Generation and Narrative
Written by Loïc Cayuela on March 31, 2015
Procedural generation is popular amongst independent developers, and for good reason: It allows the almost infinite generation of new content, and, with the help of well established rules, allows a…
Welcome to Subaeria!
Written by Valentine Dessertenne on January 22, 2015
A year ago, we here at Illogika studios started work on our first original title, Subaeria, a story-driven Procedural Death Labyrinth set in a colorful dystopia. We’ve been building the…