Rune Skovbo Johansen
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runevision.bsky.social
Rune Skovbo Johansen
@runevision.bsky.social
Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest.

📍 Turku, Finland
🔗 https://runevision.com

https://www.youtube.com/c/runevision
https://mastodon.gamedev.place/@runevision
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Hi! I'm Rune, a full-time solo indie game developer (art, design, code, ...).

After releasing my first game 'Eye of the Temple' I've been busy developing procedural generation tech for my current game 'The Big Forest'. I often post about it; here's a sampling of my experiments.
#GameDev #ProcGen
Reposted by Rune Skovbo Johansen
Been experimenting with using @runevision.bsky.social's noise shader for post-processing effects in Unreal and I made this: www.youtube.com/watch?v=Qxu_...
Obsession (WARNING: FLASHY AND TRIPPY)
YouTube video by Vuntra City
www.youtube.com
January 23, 2026 at 4:31 PM
Luminescent Growth

Stateless shader based on Phacelle Noise. Video compression makes it pale; it looks better in the Shadertoy: www.shadertoy.com/view/tXGcWR

#ProcGen #Shaders #Shadertoy
January 23, 2026 at 10:53 AM
Reposted by Rune Skovbo Johansen
The Call for Speakers is still open, we are very curious to what you have been up to!
Call for Speakers! We are looking for passionate speakers to deliver a talk during Everything Procedural 2026. Are you excited to share your experiences with an audience? Then we encourage you to submit your proposal: forms.office.com/e/sG6z0eCAyG
#procgen #procedural #gamedev
January 6, 2026 at 6:19 AM
Reposted by Rune Skovbo Johansen
The brains are in the grenades: How enemies think in Tactical Breach Wizards

youtu.be/gEFfBXQAtYE

I'm not going to GDC this year, so here's a little talk for free - on a thing I want to share before I forget how it works.
The brains are in the grenades: how enemies think in Tactical Breach Wizards
YouTube video by Tom Francis
youtu.be
January 22, 2026 at 4:26 PM
I made a directional noise type I call Phacelle Noise which is pretty fast!

Is it new or does something functionally identical already exist? I'm not sure! But I didn't come across one like this yet anyway, so here's my findings:
blog.runevision.com/2026/01/phac...

#Graphics #Shaders #Shadertoy
January 22, 2026 at 3:50 PM
I'm pondering if I could add a "ladder" puzzle element to my procedural game, but I'm having trouble wrapping my head around the implications. I need to be able to represent things as a dependency chart for the generation algorithm to work, and this ladder makes it very difficult.
#GameDev #ProcGen
January 15, 2026 at 2:36 PM
I implemented a memory overlay effect (10 secs into the video here). As the level designs get more complex, it's nice to be able to see the general direction of snapped memories without always having to open the map.
#GameDev
January 14, 2026 at 3:53 PM
Reposted by Rune Skovbo Johansen
I hit the button ✅😭🐸
🚨BIG HOPS is OUT NOW🚨
Get it on Steam | Switch | PS5 for just $17.99 with our 10% launch discount!
#indiegames #nintendoswitch #ps5
January 12, 2026 at 5:04 PM
Reposted by Rune Skovbo Johansen
'Sometimes I miss the top of the food chain, but what a perfect afternoon...'
January 7, 2026 at 12:30 PM
Reposted by Rune Skovbo Johansen
I'm making a game engine based on dynamic signed distance fields (SDFs)
YouTube video by Mike Turitzin
youtu.be
January 6, 2026 at 7:53 PM
Reposted by Rune Skovbo Johansen
Still up to my cellular automation. Managed to get ZipperMakers by Ben Schaeffer to work, first try even!

I'm making a CPU implementation alongside my compute shader one since I may need both. Comes with big advantage - I don't have to do shader debugging before I know the algorithms are correct
January 6, 2026 at 5:22 PM
I've overhauled my puzzle level generation so a level is now "grown" like cell tissue in a triangle tessellation. New elements can be inserted anywhere, and the whole level deforms to make room. This makes it easier to control topology and create paths that loops around areas.
#ProcGen #GameDev
January 4, 2026 at 4:00 PM
Reposted by Rune Skovbo Johansen
New blog post! (yep, at New Year's Eve.) A short detour into a fun one-liner shading model I use for clouds in my game 🥰

lisyarus.github.io/blog/posts/a...
December 31, 2025 at 3:03 PM
Reposted by Rune Skovbo Johansen
Call for Speakers! We are looking for passionate speakers to deliver a talk during Everything Procedural 2026. Are you excited to share your experiences with an audience? Then we encourage you to submit your proposal: forms.office.com/e/sG6z0eCAyG
#procgen #procedural #gamedev
December 19, 2025 at 9:29 AM
Reposted by Rune Skovbo Johansen
⭐️NEW Event Added⭐️

🔍 Everything Procedural 2026
🗓️ 7 - 10 Apr
🌍 Breda, Netherlands

Register → www.everythingprocedural.com
Follow → @everythingproc.bsky.social

Find out more about #gamedev events at Game Conference Guide.
Home - Everything Procedural Conference
EVERYTHING PROCEDURAL EPC2026 07-10 April 2026 CONFERENCE ON PROCEDURAL GENERATION FOR GAMES tickets soon Days Hours Minutes Seconds meet and share knowledge From Tuesday 7 April to Friday 10 April 20...
www.everythingprocedural.com
December 16, 2025 at 6:30 PM
A bit of Sunday fun. My smooth transitions from graph to world didn't work as well once the world had elevation, because the positions of things would no longer line up. I've fixed that by scaling* the world up vertically as part of the transition.
*Actually messing with the camera matrix.
#GameDev
December 14, 2025 at 2:21 PM
Adding heights to the landscape adds a lot to the feel of these little puzzle levels, and I'm happy with how the procedural terrain turned out. It feels more and more like a proper game.
#ScreenshotSaturday #IndieDev #GameDev #ProcGen
December 13, 2025 at 4:40 PM
Reposted by Rune Skovbo Johansen
The graphics in Coven of the Chicken Foot look incredibly well put together. Not easy to get this kind of art style looking so right in 3D. store.steampowered.com/app/3041680/...
December 12, 2025 at 7:32 PM
Heeey, we've got heights
#ProcGen #GameDev
December 12, 2025 at 3:20 PM
Reposted by Rune Skovbo Johansen
Improved my precipitation algorithm - now it doesn't always rain, but only when water vapour content is above threshold - which means I can visualize clouds! Honestly I didn't expect it to look THAT realistic 🤩

#indiedev #gamedev #indiegames
December 11, 2025 at 8:35 PM
Whenever I use @desmos.com I find myself really wishing it had a mode that allowed multi-character variable names. Yes, it would make it impossible to multiply without a multiply sign, but I would gladly make that trade. I can't remember the meaning of 6+ arbitrary letters in my head simultaneously!
December 9, 2025 at 9:35 AM
I've been improving my gameplay graphs so they create areas with a bit more interesting, irregular layouts. I'll add more details in the replies.
#GameDev #ProcGen
December 8, 2025 at 12:50 PM
Reposted by Rune Skovbo Johansen
‪Do you know the videogame/music making thing ODDADA?

I made a bunch of songs with it, and now I've put them all on Youtube

ODDADA is on Steam! Link: store.steampowered.com/app/1627870/...
Thingy (A little album-ish thing I made in ODDADA)
YouTube video by Nifflas
www.youtube.com
December 6, 2025 at 9:35 PM
Reposted by Rune Skovbo Johansen
Surface stable fractal dithering in Unreal

#screenshotsaturday #gamedev #indiedev #UnrealEngine
December 6, 2025 at 4:07 PM