It’s been a while since I updated you all on what I’ve been working on, and since January is Official Paper Writing Month if you’re in Computational Creativity, I thought I’d write a quick post…
Category: <span>Research</span>
Ludum Dare 28
If you’ve been reading this site for a year or two, you’ll know that I like to post lots of screenshots and video whenever I’m building a new version of ANGELINA, even playable demos. This…
The International Conference on Computational Creativity
The next International Conference on Computational Creativity published its Call for Papers this week, which is normally only interesting to researchers who like receiving emails that start with “Sorry if you receive this more than…
Read more of The International Conference on Computational Creativity
ANGELINA At Goldsmiths
Earlier in the year, I helped my supervisor write an application for funding that would let me work on ANGELINA beyond my PhD funding end date (which was this October). We learned a couple of…
Spritely
I’m currently working on a new tool for ANGELINA that will let it automatically rip and compress images from the web into sprites that can be used in-game. Here’s a few examples of dogs:
A Puzzling Present Is Out!
A Puzzling Present is finally out! The festive platformer I’ve been working on this month is now available on Android, Windows, Mac and Linux, and it’s completely free! Click the present to go to the…
A Puzzling Present
Later this month, deadlines permitting, I’ll be releasing a game for desktop platforms and Android called A Puzzling Present. It’ll be a Christmas-themed platform game, with game mechanics and level design by the new Mechanic Miner…
Why I Think Mechanic Miner Is Cool
Working on a new idea is always good fun, but I particularly enjoyed the Mechanic Miner stuff I’ve been doing lately because it threw up a lot of interesting ideas and is making me think…
Introducing Mechanic Miner
I originally had this plan for a very elegant introductory piece about the new things I’ve been working on, but I’ve been faffing around for too long and I’d rather just start talking about it.…
For Want Of A Better Term
Since I returned from AIIDE I’ve been thinking a lot about procedural content generation, and where automated game design fits into it. Since I started work on ANGELINA I’ve kind of always lumped it in…