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October 22, 2018
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Yanko Oliveira's Member Blogs

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.


[Previous Yanko Oliveira Blogs]