In my previous post I explored how I approached level art at a high level. This time, I’ll explain the method that I use to decorate one room in Subaeria….
All roads lead to the next room
Written by Valentine Dessertenne on July 21, 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…