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Rune Skovbo Johansen

@runevision.bsky.social
3.8K followers 186 following 1.4K posts

Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest. 📍 Turku, Finland 🔗 runevision.com www.youtube.com/c/runevision mastodon.gamedev.place/@runevision

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Reposted by Rune Skovbo Johansen
Lorraine🍬 @lorandbehold.bsky.social · 28/09/2026
ok here we go 🍝 Spaghetti Celesti: Devour the Heavens ⛅ is out now for free!! 🍴 the best pixel spaghetti of your life ↪️ prepare them & fork them perfectly ⭐ get those 5-stars reviews 😡 and be quick ! the people are hangry play it at punkcake.itch.io/spaghetti-celesti #fallingblockjam #pixelart
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Tom Forsyth @tomforsyth.bsky.social · 28/09/2026
DASHR - Dynamically Animated Skinned Heightfield Rendering Short video for now - I might do a longer one later? youtu.be/-Su9YrcazRk But there's ALL the details in the paper, and you can always Use The Source, Luke for the really deep info. github.com/tomforsyth10...
youtu.be
DASHR - Dynamically Animated Skinned Heightfield Rendering - six minutes version
YouTube video by Tom Forsyth
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Björn Ottosson - making Island Architect @bottosson.bsky.social · 26/09/2026
Made some progress on windows for my relaxing building game Island Architect! Placing windows now makes actual holes in the building! Will also make it possible to vary the window style, add details and more! Also glass roofs for greenhouses. #screenshotsaturday #indiegames #indiegamedev
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Paul Byrne @theplanetaryguy.com · 09/09/2026
Astrophotographer Adam (AJ) Smadi caught this image a few hours ago from Washington state. A thin crescent Moon, sunlight illuminating the rugged lunar surface. And 2,400 times farther away—and on the other side of the Sun—mighty Jupiter, and its moons Io (left) and Ganymede (right).
A crescent Moon seen during the day, arcing from upper left to lower right of the frame. At lower centre is the full disk of Jupiter; the small dots to its upper left and lower right and Io and Ganymede, respectively.
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Fidel Destro @fideldestro.bsky.social · 17/09/2026
Accidentally found an optical illusion. #Blender #MotionGraphics #OpArt
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404 Media @404media.co · 17/09/2026
"Millions of people around the world will soon consider large models ‘hoovering up’ all their work to be an astonishing theft of unprecedented proportions."
404media.co
‘Doom Loop’: OpenAI and Microsoft Admits LLMs Are Destroying the Web and Built on Theft
"Millions of people around the world will soon consider large models ‘hoovering up’ all their work to be an astonishing theft of unprecedented proportions."
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Rune Skovbo Johansen @runevision.bsky.social · 12/09/2026
I've released my Tone Mapping Analysis tools for comparing tone mapping LUTs, implemented as a Unity project with custom editor windows. Compare how different tone mappers look when applied to HDR .exr images, with comparison sliders and a variety of overlays and graphs. github.com/runevision/T...
A table of different images, each row shown with different tone mappers. One cell shows a comparison slider.Graphs are displayed for each tone mapper row and the Saturation Overlay is applied to the images.
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thomas "noio" 🏔️ vandenberg @handle.invalid · 10/09/2026
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Rune Skovbo Johansen @runevision.bsky.social · 11/09/2026
I work from home, but recently started frequently walking my partner to her workplace 2 km away to get a bit more out the door. With a slight detour, I can take this wooden walkway along the river on the way back. And we live in the city center, mind you! Did I mention I like living in Turku?
Riverside with trees and walkway, seen from bridge.Walkway seen from stairs leading down to it.View from walkway leading under tree branches.View from walkway with cathedral tower visible in the distance.
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Steve Streeting @sinbad3d.bsky.social · 04/09/2026
MinerMancers Dev Log 2 is up! This time I'm talking about the procedural map generation system I've been working on lately. Hope you like it! www.youtube.com/watch?v=XWL9... #indiegame #devlog
youtube.com
MinerMancers DevLog 2: ProcGen!
YouTube video by Steve Streeting
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Rune Skovbo Johansen @runevision.bsky.social · 03/09/2026
Tone mapping investigation / tool showcase / rant www.youtube.com/watch?v=k1dJ... #GameDev #IndieDev #Graphics
youtube.com
Tone mapping investigation / tool showcase / rant
YouTube video by runevision
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Rune Skovbo Johansen @runevision.bsky.social · 29/08/2026
Sunrise in the mountain forest. #GameDev #IndieDev #ProcGen
Sunrise over mountain tops with red glow.Looking down at tree tops far below with a haze of bright white light in the distance.A creamy glow lights up distant mountains.A faint red and yellow glow at the horizon prior to sunrise, against dark landscape and clouds that are blue and purple in the distance.
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Rune Skovbo Johansen @runevision.bsky.social · 20/08/2026
Join me for a sunrise walk? I've implemented time-of-day, better atmospheric scattering, airglow so the night sky isn't pitch black, boosted ambient lighting in the dark, and carefully managed transitions. Still missing an actual sun 🤦, moon, stars, and sunrise time stretching. #GameDev #IndieDev
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Nikita Lisitsa @lisyarus.bsky.social · 15/08/2026
A timelapse of invisible-particle-based cloud movement. Still happy with how these turned out! #indiedev #gamedev #indiegames #screenshotsaturday
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Nifflas @nifflas.bsky.social · 10/08/2026
Knytt has been faitfully recreated by @bitkidgames.com to run on current operating systems and was just released on Steam and GOG, completely free Steam: store.steampowered.com/app/2656050/...
store.steampowered.com
Knytt Classic on Steam
Celebrate the 20th anniversary of the indie freeware classic, rebuilt for modern machines! Explore a maze-like planet as the Knytt, a peaceful being abducted by aliens, find your missing ship parts, a...
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Vuntra City @vuntracity.bsky.social · 08/08/2026
Added a bit of noise to the moon disk so it doesn't look flat. Here are some glamour shots of the newly added moon (bonus eclipse)! #gamedev #indiegame #procgen
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Nikita Lisitsa @lisyarus.bsky.social · 08/08/2026
What's that?? 👀 A new devlog about my village building game! 🤯 It only took me 7 months 😅 Enjoy: www.youtube.com/watch?v=xWrk...
youtube.com
I Added Realistic Water And Rivers To My Game
YouTube video by Nikita Lisitsa
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Sam Swain @sam.apparance.uk · 06/08/2026
Cornish sunset, phone camera, and also through binoculars!
Red-orange sunset over dark coastal landscape through low scattered cloud gradient to blue sky above.View of red-orange sunset through circular aperture of a binocular eyepiece.
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House House @househouse.com · 04/08/2026
🔴🟡🔵 BIG WALK 🔴🟡🔵 Out now on Steam, Nintendo Switch 2, and PlayStation 5. Hooray!
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Boggo @boggo.bsky.social · 02/08/2026
A new tapestry
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Rune Skovbo Johansen @runevision.bsky.social · 02/08/2026
I've been experimenting with volumetric clouds. This is based on Enviro 3 from the Unity Asset Store, with a whole bunch of hacks of my own to work with my atmospheric perspective, low horizon, and other tweaks.
Rendered mountain landscape with dramatic cumulus clouds.
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Rune Skovbo Johansen @runevision.bsky.social · 01/08/2026
Steve Streeting, founder of the open source Ogre3D game engine way back in the day, is currently making an Unreal-based online multiplier game with silly wizards together with his partner. He just uploaded his first devlog video here:
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Nifflas @nifflas.bsky.social · 31/07/2026
In my game Rhythm Doggo, when a NPC dog should jump from a platform to another, it calculates exactly which jump strength it should have to land at the correct spot given the position, velocity and acceleration That code worked perfectly. Selecting which side of the platform to jump from did not
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Hannah Vardit @hannahvardit.bsky.social · 30/07/2026
horse with human hands i love you, i love you, horse with human hands
ink drawing of a horse with human hands, he's upright looking at his human hands, he is not especially enthusiastic about themtwo-page sketchbook spread of a horse with human hands, on one page he is trotting nicely, on the other he is peeking over his stable door, requesting applesink and colored pencil drawing of a horse with human hands, he's rolling about on his back and generally enjoying himself, what a silly, normal boy
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Rune Skovbo Johansen @runevision.bsky.social · 29/07/2026
New video: Supercharging my procedural mountain forest Two years of landscape progress in one devlog! www.youtube.com/watch?v=ACjl... #GameDev #IndieDev #ProcGen
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Zi @majormcdoom.bsky.social · 19/07/2026
Stay hydrated, everyone. 💦 #gamedev #indiedev #GodotEngine
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ipsquiggle @ipsquiggle.bsky.social · 20/07/2026
If you like playing with fluid sims, game-of-life type shenanigans, etc... then hold on to your socks. aphid91.github.io/Fluoddity-Co...
aphid91.github.io
Fluoddity
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Zi @majormcdoom.bsky.social · 18/07/2026
As usual, it's all physics-based. I added some force feedback, as well as a "fail state" if the knife doesn't catch due to something or someone interfering. ;) #gamedev #indiedev #GodotEngine
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Mr F @guycalledfrank.bsky.social · 14/07/2026
Bookshop / cafe #gamedev #indiedev
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Vuntra City @vuntracity.bsky.social · 13/07/2026
New devlog about the fire mechanics that I've been working on for the past month. Check it out! www.youtube.com/watch?v=Q8jr... #gamedev #indiegame #procgen
youtube.com
Interactive Fire In a Procedural City Environment
YouTube video by Vuntra City
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Gadget Patch @gadgetpatch.bsky.social · 08/07/2026
Tested a big world of 6.5k tiles. It generates in about 5 seconds, chunks itself up into manageable pieces, and has no hitching as they cull themselves when out of view. Calling this map system refactor a huge success! Looking forward to getting back to gameplay now. :3 #Godot #GameDev #ProcGen
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Rune Skovbo Johansen @runevision.bsky.social · 04/07/2026
Number one rule of video game particle effects: Fire and water must move in slow motion. If you make it move as fast as fire and water moves in real life, you may confuse your audience who is used to slow motion fire and water in games. They'll likely think it doesn't look sufficiently video gamey.
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newheadstudio.bsky.social @newheadstudio.bsky.social · 29/06/2026
New Blog post! This one explains our technique for modeling and generating volumetric worlds in the context of a game. 🪨 Overhangs, caves, arches - all those procedurally generated at runtime. 🔗 Link: newheadstudio.com/blog/volumet... #gameDev #proceduralGeneration #unity3d #indieDev #erosion
Arches and overhangs procedurally generated using a volumetric erosion algorithm.
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Rune Skovbo Johansen @runevision.bsky.social · 18/06/2026
I just deployed version 0.4.0 of my LayerProcGen framework: github.com/runevision/L... It's a framework (C#) for layer-based procedural generation that's infinite, deterministic and contextual. 0.4.0 adds floating origin support along with misc. improvements and fixes: github.com/runevision/L...
github.com
GitHub - runevision/LayerProcGen: Layer-based infinite procedural generation
Layer-based infinite procedural generation. Contribute to runevision/LayerProcGen development by creating an account on GitHub.
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Vuntra City @vuntracity.bsky.social · 17/06/2026
The fire now has sound! I implemented a point cloud sound system for it that takes into account the position and the intensity of each flame, interpolating between 3 distinct sounds. Big thanks to @runevision.bsky.social for his recent blog post on the subject, saved me a lot of time and effort.
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Shahriar Shahrabi | شهریار شهرابی @ircss.bsky.social · 17/06/2026
5 years ago we set out to find a game system to engage people with cultural heritage. Now, over 350+ cultural sites brought to over a half million players later, I put down the lessons we learned making Puzzling Places medium.com/realities-io...
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Rune Skovbo Johansen @runevision.bsky.social · 14/06/2026
In gamedev, we're used to sound coming from single points in space, but how do we handle sound coming from an irregular shape? In this article (with plenty code snippets), I go into details with the Point Cloud Sound technique I'm using for water and foliage: blog.runevision.com/2026/06/poin...
blog.runevision.com
Point Cloud Sound for irregular shaped audio sources
In video game development, we're used to sound coming from single positions in space, but how do we handle sound coming from an irregular sh...
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Aras Pranckevičius @aras-p.bsky.social · 12/06/2026
You'd think that in Unity "how do I do a square root?" has a simple answer. It does not! Here's a blog post about various complexities of math related codegen, precision and performance in Unity: aras-p.info/blog/2026/06... #unity
aras-p.info
Unity vs floating point · Aras' website
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Nifflas @nifflas.bsky.social · 11/06/2026
Announcement: I'm teaming up with 505 Pulse for my game Rhythm Doggo. If you think you'd like it, please wishlist: store.steampowered.com/app/4090240/... Also there's a discord where we'll do playtesting discord.gg/3SG2ZxVeb The game's key art was made by @1neila1.bsky.social #gamedev #indiedev
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Rune Skovbo Johansen @runevision.bsky.social · 09/06/2026
Ever fantasized about hiking in a mountain forest, running up to a precipice and taking flight, swooping over and into the tree crowns to feel the leaves and branches slapping against you? Then - Your fantasy got a bit weird there at the end - I've got a video for you (sound on) #ProcGen #GameDev
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Rune Skovbo Johansen @runevision.bsky.social · 01/06/2026
I've implemented better fog (atmospheric perspective) in my shaders, so distance fades not just towards a single color (like classic fog), but a color which itself gets paler with distance. This adds so much depth to distant parts of the view and I feel it makes the landscape "breathe". #GameDev
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newheadstudio.bsky.social @newheadstudio.bsky.social · 30/05/2026
First dev blog! This one's about our procedural scattering technique for creating nice natural scenes. Let us know what you think - way more posts coming, on all aspects of procedural generation ✨ newheadstudio.com/blog/object_... #proceduralGeneration #unity3d #indieDev #gameDev #devBlog
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naam @naam.bsky.social · 25/05/2026
...and completely lost it on the interface sounds : ) #indiedev #vr
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Rune Skovbo Johansen @runevision.bsky.social · 26/05/2026
My procedural world is calculated in fixed point coordinates to avoid floating point issues far from the origin. They divide each unit/meter in 256, so the world can generate within the Int32 range divided by 256: Up to a distance of 8000 km from the origin. About half the surface area of Earth.
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borb 🐌 play EMUUROM already @borbware.itch.io · 25/05/2026
EMUUROM IS FINALLY OUT! store.steampowered.com/app/1634360/...
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newheadstudio.bsky.social @newheadstudio.bsky.social · 21/05/2026
More objects, more placement rules, more variety... Looks surprisingly good for such simple code! ⛰️ #proceduralGeneration #gameDev #indieDev #unity3d
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aleha_84 @aleha84.bsky.social · 22/05/2026
Take some rest traveler music: The Elder Scrolls V Skyrim - From Past to Present
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Rune Skovbo Johansen @runevision.bsky.social · 19/05/2026
I just rewatched this talk making the case for indie developers to put their own names on their games. It's what convinced me to release my game under my name, but beyond promotion tactics, the talk is really about humanization and personal connection. Worth watching. www.youtube.com/watch?v=N4UF...
youtube.com
Put Your Name on Your Game, a Talk by Bennett Foddy and Zach Gage
YouTube video by GDC Festival of Gaming
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Rune Skovbo Johansen @runevision.bsky.social · 18/05/2026
For the past months I've been reading a science fiction work with magical elements, and it's among the best fiction I've read. Allow me to gush about it for a few posts before revealing what it is. For context, my other favorite authors are Iain M. Banks and Ted Chiang.
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Red Frame @redframegame.bsky.social · 07/05/2026
Announcing Red Frame - a first-person exploration puzzle game set in a sprawling underground mansion. Solve 100+ intricate puzzles shaped by the people who once lived there, and uncover the mechanism preserving their legacy. Wishlist on Steam: store.steampowered.com/app/408200/R...
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