Watching the “perfect” play-through of a Hitman level can be a strange experience. The player walks into a room, grabs a random item for no reason, walks into another room, changes clothes, goes upstairs, puts the item down, crawls out the window, stands there for two minutes, then goes to the basement, flips a switch, and vacates the premises. Then they get a message that they’ve killed three people and successfully stolen the microfilm.
If you’re foolish enough to ask the player what the hell just happened, they will begin a long, rambling explanation that ends with, “Nevermind. You kinda have to play the game yourself to get it.”
Still, I think Rutskarn did really well on this one. He ought to hire a lawyer and see if he can’t get that “Hoodlum” rating overturned.
A programming project where I set out to make a gigantic and complex world from simple data.
Two minutes of fun at the expense of a badly-run theme park.
A programming project where I set out to make a Minecraft-style world so I can experiment with Octree data.
Mass Effect Retrospective
A novel-sized analysis of the Mass Effect series that explains where it all went wrong. Spoiler: It was long before the ending.
A video discussing Megatexture technology. Why we needed it, what it was supposed to do, and why it maybe didn't totally work.