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

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
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Correction: Not by xordev but rather by Hardy Whitney
@htwhitney.com
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Ah, @xordev.com ported my erosion filter to Shadertoy alternative fragcoord.xyz, where all the parameters can be conveniently tweaked with sliders instead of having to edit code values and recompile.
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Quantum Realm (2020)
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Here's the other Shadertoy, that shows off various animated parameter changes in erosion strength, scale, detail, and ridge and crease rounding.
www.shadertoy.com/view/wXcfWn

#ProcGen #vfx #GameDev
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Reposted by Rune Skovbo Johansen
papapishu.bsky.social's profile picture
Please enjoy the two minute crucible that is this turtle trying to get on to a log that other turtles are on.
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Here's the Shadertoy where you can paint eroded mountains and islands with your mouse, right in the browser:
www.shadertoy.com/view/sf23W1

#ProcGen #vfx #GameDev
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My erosion filter is out! Video, blog post, and shader source.

It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks.

Explainer video:
www.youtube.com/watch?v=r4V21_uUK8Y

Companion blog post:
blog.runevision.com/2026/03/fast-and-gorgeous-erosion-filter.html

#ProcGen #vfx #GameDev
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I'm repurposing my 'Eye of the Temple' Discord server to be about all my games (like my current game in development, The Big Forest), my YouTube videos and side projects, and general procgen and gamedev discussion.

It's here if you'd like to join:
discord.gg/yGN7bDQ
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Reposted by Rune Skovbo Johansen
mikkomononen.bsky.social's profile picture
I have been working on data inheritance recently. The kind of stuff that you usually see with prefabs, but I believe that all the assets should support data inheritance.
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I know I've been talking about this for over six months now, but I swear I'm working towards releasing the source 😅 - along with an explainer video and a blog post.
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Reposted by Rune Skovbo Johansen
freya.bsky.social's profile picture
I'm almost there it's so pretty!! 😭

this is the first time I've made extensive use of complex numbers in shader code, which has been fun!

it's an analytic 2D lighting system through piecewise conformal maps representing angular light/"sky" exposure, which means you get fully analytic penumbras!
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Reposted by Rune Skovbo Johansen
sebastianlague.bsky.social's profile picture
Some experiments with audio synthesis:
youtu.be/rRnOtKlg4jA
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Archipelago
#ProcGen
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Reposted by Rune Skovbo Johansen
mtrc.bsky.social's profile picture
I've written a book! Next Level: Making Games That Make Themselves is the story of procedural generation - the tech behind games like Minecraft and Dwarf Fortress. It's about how it works, the games that use it, and the art and magic behind it.

Out May 7th, in bookshops: linktr.ee/next_level 🎲🔮
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Reposted by Rune Skovbo Johansen
dominictarason.com's profile picture
Hear me out...

Univerally praised games are neat enough, but nothing hits quite like something unpopular that speaks to *you*.

So show-and-tell: Link and Explain a game that's UNDERRATED (sub-500 user reviews), UNDERRATED (sub 80% score) or BOTH (ideally!) that is near and dear to your heart.
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Eye of the Temple and a bunch of other VR games were part of the VR Forever Steam event last year.

This year submissions are open, so developers with VR games on Steam might want check it out 👇
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Reposted by Rune Skovbo Johansen
lize.bsky.social's profile picture
A strange forest, full of unsettling creatures

#procgen
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Reposted by Rune Skovbo Johansen
somartist.bsky.social's profile picture
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Reposted by Rune Skovbo Johansen
apzonerunner.com's profile picture
Metacritic has sent a reminder email to all games site editors/publishers which is pretty strong, and great:
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Reposted by Rune Skovbo Johansen
karelcrombecq.bsky.social's profile picture
I open sourced the Straight Skeleton algorithm we use in @dungeonalchemist.com to generate the roofs. It's a very complex algorithm that took a long time to get right, so I'm very happy to share it with the world!

If you need procedural roofs in Unity, check this out.

github.com/Briganti-Games/Straight-Skeleton-Generator
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The table can be found on this page if you want to test it with different page widths yourself:
blog.runevision.com/2026/01/phacelle-cheap-directional-noise.html
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I learned of a neat CSS trick to discourage line breaks in specified spans of text, while still allowing them as a last resort.

Just set the spans to 'display: inline-block'.

Notice the text in parentheses (middle+right column) break to a new line *before* the contents inside the parentheses do.
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Reposted by Rune Skovbo Johansen
vltmn.itch.io's profile picture
Tfw you still have some edge cases to fix in your procedural locomotion system #gamedev
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Reposted by Rune Skovbo Johansen
finjico.bsky.social's profile picture
Here's what TikTok has been doing to our work & art without our consent.
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Reposted by Rune Skovbo Johansen
vuntracity.bsky.social's profile picture
New devlog! In this one I discuss what is still missing from my technically feature-complete procedural NPCs.

www.youtube.com/watch?v=-xu_c_1_j7w

#gamedev #indiegame
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Got my tickets. See you in Breda in April?
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