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  1. I Built a Card Game Very Quickly with AI-Generated Art

    This is a time-lapse of me very quickly demonstrating the entire, end-to-end process, by putting together an 18-card expansion deck in just under 3 hours.

    2024 EDIT: I built this game in 2022, before cheap, low-effort, and morally questionable AI art generation tools became broadly available to all of humanity. I did it using python scripts and legitimate, public data-sets of verifiable provenance, and put a lot of additional effort into the output and layout of the cards - and I’ve made the output available for free. Please do not come at me with “AI is prima facie immoral” unless you’re willing to engage with this project on these terms.


  2. A Terrible Concert from a Confused, Glitchy AI

    This is an early build of a game engine was working on in 2020, designed to produce a procgen roguelike world.

    If you watch how badly the chess games go you can see that the distributed gameplay logic engine didn’t work so good. Distributed consistency is really hard you guys.


articles ==> Gamedev


  1. Arrays With More than 18 Elements In Them are Dumb

    A decade ago, when I was working on, you know, procedural generation stuff, fresh out of University, I definitely felt like I’d need to spend some time putting together some serious tools for generating selections from a variety of probability distributions.

    At the time, I was building a “Mohammed Chang” generator - a random name generator that used census data to try to generate mathematically probable names. If I’m pulling names out of a hat, and I want to pick “Smith” more often than I pick “Schwarzchild’ - well, that’s a job for a weighted probability distribution.


notes ==> Gamedev