16 posts tagged with "gamedev"
Limbo The Asymptote
Monday, February 9th 2026, 1:28:00 pmThis morning I watched a YouTube video by Phil Edwards where he reacts to reactions about his reaction to DALL-E and AI-generated art in…
Infinity Terrain in C++ using Perlin Noise and OpenGL
Monday, February 9th 2026, 1:28:00 pminfinity terrain I just finished another semester of grad school and this is the first of hopefully a few blog posts where I share some of…
Devlog 1 | Moonspore Hollow
Monday, February 9th 2026, 1:28:00 pmFor the past few weeks, I’ve been working on my first game project in Godot Engine. It’s inspired (broadly speaking) by SNES action RPG…
Constant I/O | Final Thoughts on Making Video Games | Week 13
Monday, February 9th 2026, 1:28:00 pmMaking Video Games When I was a kid of about 12, I vaguely wanted to “make video games”. This lead me to ask my mom to buy me books on the…
Constant I/O | Imps & Skeletons | Week 12
Monday, February 9th 2026, 1:28:00 pmThis week, I started to animate a few of the ideas from my sketches of monsters from last week. Imp The first of which is this purple, imp…
Constant I/O | Moving To Godot Engine | Week 11
Monday, February 9th 2026, 1:28:00 pmAfter watching several videos on the matter the past couple weeks and managing the general overhead of Unity, I finally made the switch to…
Constant I/O | 32x32 to 16x16 | Week 10
Monday, February 9th 2026, 1:28:00 pmSo up until now, I’ve been working with 32x32 pixel sprites. This follows a little closer to the tradition of many SNES JRPGs I love such as…
Constant I/O | Aseprite Animations and New Sprites | Week 9
Monday, February 9th 2026, 1:28:00 pmAseprite This past week, I decided to finally give Aseprite a try. It seems like a lot of YouTube pixelart tutorials use this over PyxelEdit…
Constant I/O | Collaborative AR Game | Week 7
Monday, February 9th 2026, 1:28:00 pm(Written by Omar Delarosa and Grant Ng) Birth of our conecept After our interview with each other we quickly realized that we both have a…
Constant I/O | Concept Art and World Building | Week 6
Monday, February 9th 2026, 1:28:00 pmLast week, I spent a lot of time writing code for making procedurally generated levels.. That was fun. But it left me neglecting the overall…
Assignment | Creative Process Part 2 | Week 5
Monday, February 9th 2026, 1:28:00 pm[THIS POST INTENTIONALLY LEFT BLANK]
Sketchbook | Game Structure, Elevator Pitch Ideas | Week 5
Monday, February 9th 2026, 1:28:00 pmThis sketch is a pretty high-level concept diagram for what this game could become. Obviously, I’m ripping off ideas from FTL and Resident…
Constant I/O | Procedurally Generated Levels in the Style of Spelunky | Week 5
Monday, February 9th 2026, 1:28:00 pmConstant I/O (or Project 2, Part 2) Background In part 1 of project 2, I studied the creative process of Derek Yu with regards to Spelunky…
Constant I/O | The Core Game Loop | Week 4
Monday, February 9th 2026, 1:28:00 pmThis week I focused on tighetning up the code in a few key ways to support a functioning game loop. This basically means I focused more on…
Constant I/O | Tilemaps | Week 3
Monday, February 9th 2026, 1:28:00 pmThus far, all of the pixelart you’ve seen on this site and in the game screenshots thus far has been made using PyxelEdit. This is an…
Constant I/O | Blend Trees and Animations | Week 2
Monday, February 9th 2026, 1:28:00 pmAfter watching this amazing video tutorial on YouTube on making 2D games, this week’s breakthrough is discovering the magic of blend trees…
Written by Omar Delarosa who lives in Brooklyn and builds things using computers.