
Bio
About Chris
Hi, I'm Chris.
I have a passion for making things interesting and producing cool programs and experiences for people to play with.
The oldest of unboxed studios, I grew up on the Nintendo Entertainment System and a black and white game-boy.
I have a personal passion for Turn based games, and am wanting to continue the development of both my procedural work, and a yet unannounced strategy game.
Sweet Dreams of Destruction
On Sweet Dreams Of Destruction I worked on a lot of systems integration and the editor.
The parallax scrolling, Tiled integration and tile mapping combined with generating rigid bodies for the map, level design, Editor work and integration with the engine, ropes, spinning candies that pull ropes, and additions to the physics engine were some of my core responsibilities. Sound integration with SoLoud, music choice and design work also saw a large portion of work entering the game and engine for the final product.


Complex Games Project
A Castle Generator
For my complex games project I created a unity tool window that allows its user to generate procedural castles and save them as prefabs to be used within unity's engine.
These can include doors, windows, various offsets to make the castle slightly wonky for a Tim Burton architectural feel, and are fully customizable with doors, window, crenelations, and upper landings.
These Castles are generated with unique mesh's and sub meshes allowing easy material swaps or placement in a scene.
Recently I added a quick ivy generator to produce the effect you see here.
It needs some work to be more "game ready" as the meshes are currently expensive, but the overall concept was a lot of fun to produce.
Code can be viewed here, but this definitely needs a refactor.
https://github.com/ilovebatcatstew/CastleGen
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Minor Projects
I have a collection of "minor projects" currently in various stages of development.
One of these was a Poisson disc distributor. This is intended to be eventually used with unity, the castle generator's assets, tree generated assets, and so on to create a complex procedural world.
It could be interesting to experiment with this and create a slime mould simulator or something in the future.
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