Hi, I'm Rune! I'm an indie game developer and procedural generation enthusiast. This site is about my game development projects and other digital arts, as well as my various tools, frameworks, and articles. Have a look around!

Blog
Posts about my game development projects and other thoughts.
Games
The games and experiences I've developed and worked on.
Articles
Articles on game design, tech, and procedural generation.
Tools & Tech
Tools and other resources for Unity, POV-Ray, and general game design.
Graphics & Animations
Art and experiments in graphics, effects, and procedural animations.
About Me
A bit about myself and this website, plus contact information.Featured Games

The Big Forest
[in development] A game about exploring a big mystical forest.
Eye of the Temple
A VR adventure that lets you explore a vast and treacherous temple using your own feet.
The Cluster
2.5D exploration platformer in a carefully procedurally planned open world.Featured Tools & Tech

LayerProcGen
A framework for layer-based procedural generation that's infinite, deterministic, and contextual.
Surface-Stable Fractal Dithering
A dithering technique where dots stick to surfaces and yet have constant spacing on the screen.
PuzzleGraph
A tool for analyzing and visualizing the state space of puzzles.
My Work at Unity
The many projects I worked on at Unity Technologies 2009-2020.
Locomotion System
Semi-procedural animation tech to make characters walk and run on any uneven terrain.Featured Articles
Procedural Game Progression Dependency Graphs
Procedurally creating dependency graphs, and playable game levels based on them.
Behind the Design of Eye of the Temple
The inspirations, the approachable and immersive design, and the ingenious room-scale gameplay.
Designing for a Sense of Mystery and Wonder
Analyzing two Zelda games to extract key design strategies for evoking a sense of mystery.
Creating Natural Paths on Terrains Using Pathfinding
Pathfinding is not just for finding paths, it’s also for procedurally creating them.
Procedural Worlds: The Simulation, Functional and Planning Approaches
Three algorithmically different approaches suitable for different gameplay.