but if you close your eyes
but if you close your eyes
Want to make YOUR OWN CHARACTERS in Rivals II? Workshop Beta is officially here! Play as our new example character Armando or get started on your own today youtu.be/qxVUEdCARG4
I've overhauled my puzzle level generation so a level is now "grown" like cell tissue in a triangle tessellation. New elements can be inserted anywhere, and the whole level deforms to make room. This makes it easier to control topology and create paths that loops around areas.
#ProcGen #GameDev
thanks mostly in part to my lovely girlfriend, and to understanding where i want to be academically much more
and yes, i did succeed that new years resolution, lol. we live together and have a cat now
this year was pretty interesting. i started out very upset, mostly because of a particularly nasty school semester followed directly by a pretty frustrating surgery and healing experience. things really started to pick up near the end, though: i really do think i'm finally happy
megaman :-)
shoutout alberta
La Reina, The Crowd Magnet, returns to the ring on 1/6/26! Check out her reveal trailer here if you missed it live during the 2026 Evo Announcement Show 👀 🐜
normal pvz roof level except one of the cabbage pults is a cabbage pult from pvz2 for some reason
im playing replanted (admittedly with this texture pack: gamebanana.com/mods/635468) and ... huh??? how??
why is there a pvz2 cabbage on my roof??? how did that even happen???
also i know its ironic implicitly to say this but its annoying how everyone is either using genai or talking about people using genai. it occupies like 70% of my mind on any given day because of how often dialogue about it appears
will that number just keep going up? find out next time on dbz
last year, i remember thinking "yeah, things are different from last year when not that many people used genai, and now its commonplace"
these days if i see someone on a laptop its like a 40% chance chatgpt is open
next year am i gonna be like 'dammmn nobody used genai in 2025' yet again
thank you to everyone for making this an experience i will never forget.
♥️
especially every professor i spoke to at this conference, thank you so deeply for your guidance. i finally feel like i have a dream to catch. more than anything, i feel incredibly inclined to give back to this community and do everything i can to help make it a space for everyone.
i felt like everyone was truly passionate about themselves and the community they were building. a huge part of it is fangirling over people i respect, and much of this is so we can all make more connections for blablabla capitalism, but i felt an invisible comraderie among almost anyone i spoke to.
what i liked most, esp. comparerd to the stuffy academia i oft feel surrounded by, is how honest this community is. i loved the self-criticism on topics like representation that many i spoke to would be willing to talk about; i was also pleased with how optimistic the pulse on the community felt.
finally settled in back at home after aiide
i've deleted and rewrote my thoughts on aiide probably a hundred times at this point
aiide was a life-changing experience for me. i'm positive that, as i begin my journey into academia, this conference will remain a formative memory forever.
First page of the paper, which is readable in the link.
New Paper: Game Design is Generative Design. Designing a procedural generator and designing a game share a lot of skills, problems and philosophies, even if we think of them as distinct. I try to connect them here, for good!
Read here: ojs.aaai.org/index.php/AI...
Procedural generation has been applied to many kinds of game content including levels, puzzles and narrative. Although PCG researchers have tackled the generation of rules and mechanics, these systems typically operate on bespoke codebases designed for mechanic invention tasks. In this pa-per we present Pixie, a system for generating and testing game mechanics that can be installed in any Unity project and configured using a simple annotation process to focus its scope and objectives. We describe the system’s design and operation, demonstrate its ability to generate mechanics for several open-source Unity games, and provide an initial discussion of developer perspectives on the content it generates and its usefulness as a design companion.
New Paper: Pixie: Code-Level Mechanic Generation for Game Designers. How do you connect automatic game design to real games? Pixie is a mechanic generation system for Unity games, as an example framework for how to build AGD systems into real game platforms.
Read here: ojs.aaai.org/index.php/AI...
not giving context here is insane
I'm back with the last day of AIIDE 2025 live posting!
"i do not know what agi looks like, but i know it includes reinforcement learning"
like cmon even if you dont agree with that take its such a cool note to end the talk on
yet another day goes by and i continue to be swindled by the rl hype train
this talk was so fun, schaefer is simply an amazing amazing speaker and has so much energy and charisma to his words
Absolutely delighted by this last #aiide keynote by Jonathan Schaefer. It’s about the history of computer chess but you may know him as the guy who “solved” Checkers: en.wikipedia.org/wiki/Jonatha...
one day left for aiide. looking forward to this last one! the last couple days were so sick, ill probably make a post with my feelings at the end of things
wordle but for game mechanics when
this talk was very good and my favourite part about it was definitely the "i spent 10 minutes finding the cohost font someone please help me with time management" comment hidden in one of the slides.
such a relatable struggle
Once again live posting AIIDE 2025 Day 2!
Watching a NES running a neural network to detect hand drawn images LIVE. EXAG undefeated. #AIIDE25
and it's running live??????? and inference only takes a couple seconds!!!!!???? this is wild