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November 22, 2017
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Yanko Oliveira's Blog

 

Originally from Rio de Janeiro, Brazil, I currently work at Bigpoint in Hamburg, Germany. I still keep my indie endeavours as deVoid Games, dumping experiments at yanko.itch.io, and sometimes writing about them at http://yankooliveira.com/blog. You can find me on twitter @yankooliveira.

 

Member Blogs

Posted by Yanko Oliveira on Tue, 26 Sep 2017 09:02:00 EDT in Programming, Art, Console/PC, Indie
My pet project,Bestiarium, might never be finished, but its a fertile ground for tons of little generative prototypes. This time, I explored creating a procedural flower generator.


Posted by Yanko Oliveira on Mon, 28 Nov 2016 09:49:00 EST in Programming, Art, Console/PC, Indie
For my PROCJAM entry this year, I did a demon dissection game and yes, it's as weird as it sounds. It's one of the prototypes for my current project, Bestiarium. In this post, I discuss some rather mundane techniques required for doing such a weird game.


Posted by Yanko Oliveira on Mon, 02 May 2016 08:44:00 EDT in Programming, Console/PC, Indie
My current personal project, Bestiarium, depends heavily on procedural character generation. In this post, I discuss how changing my perspective on a problem led me to create a solution for combining several meshes into one smooth, seamless character.


Posted by Yanko Oliveira on Mon, 04 Apr 2016 02:04:00 EDT in Programming, Art, Console/PC, Indie
My current personal project, Bestiarium, depends heavily on procedural character generation. In this post, I talk about some of the techniques that I've experimented with to create a prototype where you can invoke procedural creatures.


Posted by Yanko Oliveira on Thu, 31 Mar 2016 02:29:00 EDT in Programming, Art, Indie
This is the second part of my postmortem on my procedural Chess game, X: a game of YZ, created for the 2015 ProcJam. In this post, I talk about how I approached creating procedural chess pieces.


Posted by Yanko Oliveira on Wed, 30 Mar 2016 07:54:00 EDT in Design, Indie
This is the first part of my postmortem on my procedural Chess game, X: a game of YZ, created for the 2015 ProcJam. In this post, I talk about the design decisions I had to make and the motivations for the game itself.



Yanko Oliveira's Comments

Comment In: [Blog - 10/18/2016 - 09:09]

Cool stuff r n r ...

Cool stuff r n r nI think the most interesting part that has the least amount of information out there is the dll communication, covering the multi-threaded approach and memory management in more depth. Hope you guys write more about that. r n r nKeep up the good work

Comment In: [Blog - 09/08/2010 - 09:20]

What i'm starting to see ...

What i'm starting to see as a pattern here is that many people take criticism towards Zynga's business model as criticism towards social games as games. And it's not it I'm usually taken as the hardcore gamer at heart that loathes social gaming exactly because of the same mistake: i ...

Comment In: [News - 01/20/2010 - 08:08]

James, it was great to ...

James, it was great to see an article like this. And you got spot on on several issues, as many noted. As i guess it's pretty obvious already, taxes are indeed the problem and they're not changing anytime soon. If a product is superfluous to the average citizen of the ...