Itay Keren

Design considerations and general observations by Itay Keren, author of upcoming Mushroom 11 and Rope Rescue. Copyright (c) 2013 Itay Keren

April 18, 2013 at 1:40pm

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25 Indie Games To Keep An Eye On

http://arstechnica.com/gaming/2013/04/25-indie-games-to-keep-an-eye-on/2/

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April 3, 2013 at 9:17am

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Rock, Paper, Shotgun on the Experimental Gameplay Workshop

http://www.rockpapershotgun.com/2013/04/02/the-2013-gdc-experimental-gameplay-workshop/

“one of the best showings of the afternoon” — Rock, Paper, Shotgun

Went better than expected.

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March 15, 2013 at 12:54pm

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Mushroom 11 at GDC’s Experimental Gameplay Sessions

Mushroom 11 selected to the Experimental Gameplay Sessions! Check out the exciting lineup of experimental games: http://bit.ly/WkIuXB

Oh, and: 
See you at GDC!

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March 8, 2013 at 6:08pm

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Mushroom 11 - More Level Art

Another lively scenery from upcoming Mushroom 11

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January 28, 2013 at 10:55am

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Our Global Game Jam 2013 Title: Inde’

This weekend, Julia and I made a procedurally generated vascular system mini-game.

Play it here: http://untame.com/inde

image

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December 7, 2012 at 12:37pm

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Organic UV Based Animation

“We will encourage you to develop the three great virtues of a programmer: laziness, impatience, and hubris.” (Larry Wall, author of the Perl programming language)

Check, check and check, I guess? 

This is very true for design, not just coding. Impatience and laziness do spur my better solutions. In this case I wanted to have an organic, almost underwater feel, to some of the mutative elements in Mushroom 11. But most importantly I wanted to avoid creating extra animation frames which may take valuable artist time, and expensive room in my ever growing sprite sheet. 

The solution I found was to apply pseudo-random repetitive movement to the UV positions pointed to by the vertices that make the sprite mesh. First, the sprite needs to be split to more polys than the standard 2, depending on the precision of the desired effect. In the case of pink-tentacle-guy, I chose 5x5 squares. The grass patch works well with just 4x2. 

Now, per each frame I’m offsetting the UV spot under each vertice by applying a rotation around the original UV position, making sure that new UV doesn’t step out of the designated sprite area. To complete the effect, X and Y axes factors can be applied per vertex to set a more realistic movement as needed (e.g. mostly horizontal for the grass patch), or it can be completely disabled in predefined areas (e.g. the pink guy’s body).

Performance-wise, this has practically zero effect on even slow mobile cpus. UV movements are much faster than mesh (vertex) modification - and UV offsetting happens in animated sprites anyway. To save some extra clocks, the rotation around original UV spot uses a pre-calculated sine/cosine lookup table. And obviously, updates happen only if mesh renderer is visible.

Take a peek: 

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November 19, 2012 at 10:14pm

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Mushroom 11 is backed by Indie Fund

My game Mushroom 11 is now backed by Indie Fund, the supergroup of indie game makers. Couldn’t be prouder.

Check out the announcement: http://indie-fund.com/2012/11/mushroom11/

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10:10pm

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Mushroom 11 submitted to IGF 2013

Among the hundreds of indie games submitted to next year’s IGF, so is Mushroom 11.

Check out the submission page: http://www.igf.com/php-bin/entry2013.php?id=1005

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October 19, 2012 at 9:35am

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Mushroom 11 - Clip with New Art

Check out the new clip! It represents prototype version 0.32, with a taste of the new art by Alobar. This is part of the submission to the Independent Games Festival. 

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September 24, 2012 at 5:11pm

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IndieCade 2012 lineup

Proud to share the space with this awesome list of games 

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