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Tag Archives: procedural content generation

Week 311

The big thing this week was the start of a new sprint on Free Birds. Niels and Tim joined us again for copy and art respectively, while Alper donned his developer hat, and I switched between my producer, agile coach, and designer roles. There’s a lot to do, as usual, but we’ve made good progress. […]

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Procedural Instruments Enable Powerful Ways of Making and Seeing Playable Systems

“No Man’s Sky is so big, the developers built space probes to explore it for them.” That’s from a Polygon report on what is probably the most hyped videogame of the moment. The main thing that seems to fascinate people about No Man’s Sky is its extensive use of procedural content generation (PCG). Put simply, […]

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Announcing Deterding, Dormans and Keller as first Hubbub associates

Today I am very pleased to announce we have been joined by three brilliant gentlemen: Sebastian Deterding, Joris Dormans and Ianus Keller have joined Hubbub as associates. They are immediately available for consulting and will also help us guide the company in the future. Each of these associates is an expert in their field and […]

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