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
I made a simple map where the memory captures are shown. I also want to implement functionality to let the player connect pictures with lines.

Now to figure out how to handle:
- Repeated captures of the same object
- Objects that can move
- Choice of photo to pin to screen?
- Deletion
- ...
November 14, 2025 at 2:52 PM
For those familiar with perspective projection distortion, and who appreciate attention to detail: Notice how the stippled preview circle has the same coverage regardless of camera rotation. And notice how the perspective of the captured picture sometimes shifts as it moves into the corner.
November 13, 2025 at 10:30 AM
I've implemented "memory capture" for my procedural game about exploring and connecting clues. It's like taking photos of eligible objects, with automatic framing. It reduces the need for (manual) memorization.

For now, it's just the last memory; later a menu with all the photos. #GameDev #IndieDev
November 12, 2025 at 9:16 PM
Looks like @bsky.app decided to add a cheap emboss effect to their app icon logo???

It’s been some decades since I’ve seen the distinct visual artefacts of this particular filter on an otherwise professionally made logo.
November 7, 2025 at 9:42 PM
I found this image on the Godot website, so I assume the scooter is blue. That does make a good case for the spectral rendering. It's just odd this context is not provided in the post, as it was quite critical context for me to understand what was going on.
November 7, 2025 at 12:21 PM
So, I made a hair shader that doesn't require any specially made meshes or textures.

Initially I made this work by sampling many normal directions rotated around the hair strand direction, but I eventually got an approximation working that doesn't rely on multi-sampling.

github.com/runevision/H...
October 23, 2025 at 7:58 AM
I intentionally decreased the normal strength; I thought the original materials exaggerated them to compensate for lack of anisotropic lighting, but a few people thought it looked flat.

Left: Original materials.
Middle: hair shader with weaker normals.
Right: Hair shader with full strength normals.
October 17, 2025 at 2:39 PM
I found some characters on the Asset Store and tried changing the hair material to use my shader. Luckily they all already had hair aligned vertically in the UV map, although not 100% for wavy/curly hair, which compromises my shader slightly.
October 16, 2025 at 10:00 PM
My partner saw the previous vid and commented it looked like hair dye commercials. I had her help me tweak the parameters to look more natural. Increased normal map strength and slightly decreased smoothness did the trick. Parameters I did nothing to implement; they come from Unity's shading model.
October 16, 2025 at 6:20 PM
I had an impulse to see if I could make a basic hair shader that doesn't require any specially made meshes or textures. Came up with this modification of the Unity Standard shader.

The shapes below are just standard Unity spheres and capsules and only a simple normal map is used; no other textures.
October 16, 2025 at 3:59 PM
Help guys, is this a shadow bias issue or a z-fighting issue? There's also some weird bug with the day-night cycle lighting.
October 10, 2025 at 1:16 PM
Very interesting! Looking forward to see the repo. :)

Just FYI, my feed has a few more rules than it lets on, to avoid genAI stuff, spam, and procedural TV posts. Not that your test needs to replicate that. But it might be useful to show examples of including/excluding text/attachments/users.
September 23, 2025 at 8:05 AM
The #ProcGen feed has been migrated to graze.social. I've manually back-filled missing posts I could find from the past five days. Crossed fingers new posts will show up correctly!
bsky.app/profile/rune...
September 22, 2025 at 1:54 PM
I'm been attempting to try out @graze.social, but so far it's been all eternally spinning wheels, whether trying to show a preview feed, testing the live feed, or testing a specific post against feed rules. (It's also a bit concerning they're not transparent about their business model.)
September 22, 2025 at 11:12 AM
Eye of the Temple is participating with a sizable discount in the inaugural #VRForever Steam event.

VR Forever runs from the 18th to 23rd with over 130 participating games, inc. new releases, demos, and announced games. More info at @vr-forever.com
store.steampowered.com/sale/VRForev...
September 18, 2025 at 6:22 PM
I've been working more on this, getting the data crisp enough to be able to draw little faux rivers. But I've also been staring at it for so long it's getting hard to tell if things are even improving.

Anyway, still a cheap erosion filter which is calculated from scratch every frame here. #ProcGen
September 18, 2025 at 2:39 PM
I added sections with featured games, tech, and articles to the front page of my website, to get a bit more mileage out of it in this age of scrolling.

I guess it's also kind of nice to have a lot of my "greatest hits" displayed together in one place.
runevision.com
September 14, 2025 at 9:16 AM
Another video that shows a similar issue. I know I'd accidentally step off the bridge here and fall in the water.
September 10, 2025 at 11:26 AM
Yeah I think there's a variety of things you could experiment with. Apart from lighting-based changes, you may also want to highlight important edges better in one way or another. I made an annotated screenshot to explain what I mean.
September 10, 2025 at 11:10 AM
The world in Echoes on the other hand felt weirdly empty. It's maybe two times larger in all directions but I don't think it has more content. It's just more spread out. Many screens have nothing but filler landscape. And it's full of terraced hills you *can* climb but there's nothing there to find.
September 9, 2025 at 6:41 PM
I never played the original Link's Awakening so both games were fresh experiences for me.

Despite the 3D makeover, Awakening had that classic Zelda feel. You could feel it was designed as a 2D game. It felt like every tile mattered. If you could go somewhere, there was always a reason.
September 9, 2025 at 6:41 PM
Earlier this year I played the Link's Awakening remake and now I just finished Echoes of Wisdom. Two very comparable Zelda games, having the same art style and even many reused assets.

I enjoyed both. The echoes mechanic in EoW is a lot of fun, and yet I found the game much more run-of-the-mill. 🧵
September 9, 2025 at 6:41 PM
Eye of the Temple is one of five nominees for the ‘Solo Journey’ (best single player game) category in the inaugural #VRForever awards held on Sep. 18!

It's part of the Sep. 18-23 VR Forever Steam event with over 130 participating games, incl. new releases, demos and announcements: @vr-forever.com
September 8, 2025 at 7:26 PM
I'm still working on my YouTube video about a cheap erosion filter, but I've been tinkering with improving it as well. I recently had some nice breakthroughs overcoming various limitations of the original filter by Clay John and Felix Westin, and I can't wait to tell you all about it. #ProcGen
August 30, 2025 at 7:00 PM
On Steam etc., it sucks creating the huge amount of cover art variations for different aspect ratios and usages.

One game's cover art that impressed me is The Pathless. They somehow made a design which has perfect compositions when cropped in a variety of ways, with no further adjustments needed!
August 28, 2025 at 11:26 AM