Tzschk
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tzschk.bsky.social
Tzschk
@tzschk.bsky.social
Freelance game dev with an unhealthy fixation with procedural generation. It’s pronounced like it’s spelled.
Happy #screenshotsaturday! Finally have an actual, real-life rainy day, so I think I'm going to get off the computer and read.
November 15, 2025 at 9:10 PM
Okay, have a truly illegible jumble.
November 14, 2025 at 10:37 PM
3D artists, show your (illegible jumble of) wireframes!
November 14, 2025 at 9:57 PM
Found some old platformer prototype characters. My animation abilities begin and end right about here.
November 13, 2025 at 8:24 PM
First pass on some basic parks/plazas.

#screenshotsaturday
November 8, 2025 at 7:24 PM
You learn so many interesting things when researching for games…
November 7, 2025 at 8:16 PM
Stay spooky out there.
November 1, 2025 at 12:47 AM
🌆
October 30, 2025 at 6:09 PM
Fun fact: not baked (though, also not on an actual PS1).
October 28, 2025 at 9:20 PM
Did you know that street trees can reduce ambient temperatures by as much as 15°F (~8°C) and save up to 60% in street resurfacing costs?
October 28, 2025 at 8:46 PM
Little walk around the block.
October 28, 2025 at 2:02 AM
🌱
October 27, 2025 at 1:00 AM
As you can see, the generator is perfectly fine and in no need of immediate attention.
October 25, 2025 at 11:21 PM
Why yes, I am making trees to avoid the structural work I've been putting off for weeks.

#screenshotsaturday
October 25, 2025 at 9:57 PM
Clouds have been on my list for while. Nothing fancy, but they go a long way for making the world feel less static.
October 21, 2025 at 8:59 PM
🚲
October 19, 2025 at 9:42 PM
Bonus falling leaf ambience.
October 19, 2025 at 1:04 AM
Haven't gotten much fall weather here yet, so I'm making do...

#screenshotsaturday
October 19, 2025 at 12:58 AM
Got to tinkering and ended up with two more plugins for #gbstudio, so if you were wanting to make something car- or tank-based, you're in luck!

github.com/tzschk/gbs-p...
September 30, 2025 at 12:50 AM
Happy #screenshotsaturday! I doodled a couple niche scene types based on a bygone era for #gbstudio this morning, so I thought I'd share them with y'all. I don't know if they'd be useful to anyone, but feel free to play around with them!

github.com/tzschk/gbs-p...
September 27, 2025 at 11:25 PM
Don’t know if it’s a trick, but if there’s room enough on the back of the pin, you could add an additional post with some epoxy.
September 6, 2025 at 5:15 PM
Ultimately, the driving principle is curiosity (What's in that alley? What's down those stairs?). The answer is always "more city", but maybe it's shadier that way, or the architecture appeals to you more. The key is tuning the generator to change things up right when the user is ready for it.

5/6
August 12, 2025 at 12:06 AM
But that choice still needs to be meaningful, so rather than "left or right", the question should be more like, "head downtown or through this pedestrian alley?" Not very intersection needs to force a decision, but the user shouldn't go too long between them.

4/6
August 12, 2025 at 12:06 AM
The point is to keep walking forever, but walking in a straight line isn't all that interesting, so you can give a varying chance of breaking up the street grid (Herringbone patterns are great for preventing dead ends), ensuring that you will eventually have to make a choice: left or right?

3/6
August 12, 2025 at 12:06 AM
I want to say roughly 16px/meter at the street level, so the red and blue squares are 32px, the green is 16px. Something like that anyway. Sometimes I think about doubling it, but I'd rather err on the side of "just enough" density, like you said.
August 11, 2025 at 9:54 PM