Björn Ottosson

@bjornornorn@mastodon.gamedev.place
679 Followers
229 Following
64 Posts
Independent software engineer with focus on games, graphics and tools for creative use. Previously 10 years at Frostbite and EA DICE. Creator of Oklab.
Websitehttps://bottosson.github.io/
Twitterhttps://twitter.com/bjornornorn
Tiktokhttps://www.tiktok.com/@bjornmakesgames
LinkedInhttps://www.linkedin.com/in/bjorn-ottosson/

It's finally time to announce my game: Island Architect!

Sculpt seaside towns in Island Architect, a relaxing builder inspired by coastal Europe. Build winding streets, whimsical towers, or calm fishing villages in this cozy experience.

Check it out and wishlist here on Steam: https://store.steampowered.com/app/3079100/Island_Architect/

Island Architect on Steam

Sculpt seaside towns nestled between cliffs in Island Architect, a relaxing free-form builder. Shape winding streets, carve tunnels, and craft cozy harbors inspired by coastal Europe. Build with flowing, organic forms—no stress, just effortless creativity.

Gotten a lot further with the roof generation logic for my little city building game! Here are some examples of roof shapes you will be able to create.

#gamedev #indiedev #creativecoding #games #indiegame

First version of automatically figuring out roof shapes in my little city building game. Some tweaks left to deal with some edge cases. Then I'll work on the mesh generation to integrate the roof into the structure properly.

#gamedev #indiedev #creativecoding #games #indiegame

Here's a quick mockup of what the automatic roof generation is supposed to do. Basically, find "staircase" parts of buildings and replace with roofs. Plus some extra rules to ensure it is possible to also build terraces and later actual staircases.

Got a first version of tools to edit buildings and generate meshes for them working for my little city building game.

Here's a timelapse of me playing around with it.

Lots left to do with the mesh generation, I want it to automatically generate sloping roofs for example.

#gamedev #indiedev #creativecoding #generative

Got a bit further with the grid buildings will use in my little city building game.

The user places the nodes and a grid of quads and triangles is automatically formed.

Next step is to be able to set a height per node, and to use that to automatically make walls, roofs, terraces etc.

#gamedev #indiedev #creativecoding #generative

First tiny step towards adding buildings. I want the player to be able to freely shape buildings, without being constrained to a rigid grid. At the same time I want buildings to be integrated with surrounding ones. I think this is key to getting the feeling of historic European cities.

I think a good solution is to form a mesh and then use that to generate the building meshes.

A bit like Townscaper, but without a predetermined grid.

#gamedev #indiedev #creativecoding #generative

It is interesting how subtle changes can have a big impact. One of the latest things I added to my terrain experiment is for rock pillars to slightly lean inwards.

I think this small change much better conveys the shape of the cliffs, especially at a distance. Probably has a lot to do with the normals better aligning with the implied shape.

Here are some before/after shots.

#gamedev #indiedev #creativecoding #generative

Gotten a lot further with my terrain editing experiment. Rocks are now clustered together, creating larger flatter areas. Rock walls are also angled a bit based on their size, creating a bit more variation.

I’ve also improved the editing tools: made the add/remove a bit more organic and added a smoothening tool.

Also added sky, water and beaches

#gamedev #indiedev #creativecoding #generative

Starting be able to increase the scale a bit in my terrain editing experiment. Some work left to get it a bit more performant and get editing fully functional.

Then I'll try and make the rock parts less uniform.

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Starting be able to increase the scale a bit in my terrain editing experiment. Some work left to get it a bit more performant and get editing fully functional.

Then I'll try and make the rock parts less uniform.