Some Genesis tracks

Posted 31 Mar 2014

Back when we started working on Duck Marines we couldn’t find any suitable music we were allowed to use so I decided to try my hand at making some myself. In the meantime we got permission to use the awesome Stone Soup album by Philip Linde.

My stuff probably won’t be included in the game now that we have something better but I still like how it turned out. Give it a listen below.

Fortune's algorithm applet

Posted 21 Mar 2014

Just stumbled upon this Java applet (old school, I know) I made a while back visualizing Fortune’s algorithm, a plane sweep algorithm for generating Voronoi diagrams.

It is based on the algorithm described in Computational Geometry: Algorithms and Applications and uses red-black trees for storing status and events to ensure O(n log n) complexity.

You can try out the applet here.

Mr. Rescue

Posted 13 Oct 2013

This post is about five months too late but I wanted to make a post about Mr. Rescue for future reference.

Back in May I released a free PC game called Mr. Rescue made in collaboration with good friend of mine. The game was never meant to be anything special and by the point where we decided to release it we were fed up with working on it.

We did almost nothing to promote the game besides a single thread on /r/IndieGames, a thread on the LÖVE forums and the occasional #screenshotsaturday post.

Nonetheless it was soon picked up by and followed by sites like IndieStatik, JayIsGames, Gameplay, RGCD, Giant Bomb and even IGN:

I even got to give a small interview for the French retro gaming site OrdiRetro which was a lot of fun and definitely a first for me.

The game were also included in the seventh installment of the awesome The Free Bundle which is probably where the majority of downloads has come from.

Overall the whole experience has been quite amazing and I’ve learnt quite a bit, both from the things we did right but especially the things we did wrong. Lessons include:

  • YouTubers, even the smaller ones, are excellent marketing.
  • Even a CC license can be restrictive. We initially released the game under a ZLIB/CC-NC-BY-SA license, but the non-commercial clause prevented the game from being included in the Debian main repositories which caused us to relicense it.
  • There are still quite a lot of people with integrated chipsets that do not support framebuffer objects. It’s hard to explain to people why their laptop couldn’t run what looks like a 16-bit era game.
  • Don’t write sloppy code assuming you won’t have to maintain it later on. Never.

But most importantly: Finish something even if you despise it. Others might not.


Posted 04 Nov 2012

Recently took a course called Computer Game Programming I: Graphics in which we were required to hand in a simple game-ish program to qualify for the oral exam. Wanted a little more challenge so I decided to make a simple Portal clone.

The actual portals are drawn using the stencil buffer in a pretty straight-forward manner. Unfortunately they are not recursive as I ran out of time. I did however implement some simple per-pixel lighting and normal mapping which was a great exercise in GLSL programming. Would have loved to implement shadow volumes as well, but that’s for another time.


Source code


Posted 16 Aug 2012

Sienna is a simple, albeit frustrating, one-button platformer.

The game was never properly finished but it is still somewhat fun even if it has a lot of design issues and overall lack of polish.


Gameplay video


How to play

  • Press space to jump or wall jump when touching a wall. The longer you hold the button the higher you jump. It will often be necessary to press the button for only a splitsecond.
  • Press R to restart from last checkpoint (counts as a death).
  • Press return to restart from the beginning of the level.
  • Oh, and the blue orbs are checkpoints. You’re gonna need those.
  • And patience. Lots of patience.

Licence / credits

Sienna uses the LÖVE framework licensed under the terms of the ZLIB licence. See for more information.

The background music is ‘A Scent of Europe’ by Rugar and is licensed under the CC BY-NC-ND 3.0 license.

All other assets (sprites, textures, sound effects etc.) are licensed under the CC BY-NC 3.0 licence.

All source code for Sienna with the exception of the modules TSerial.lua, slam.lua, and AdvTiledLoader are licensed under the ZLIB license.


Posted 25 Aug 2011

Mütrix is a silly little music app written in LÖVE. It serves as a fast and simple way to come up with small tunes to use in game jams as well as just a toy.



Here’s a video of me jamming at 4 AM in a very early version





Mütrix is released under the GPLv3 licence. The source code for Mütrix can be found at

It uses the LÖVE framework which is released under the ZLIB licence.

In Your Face City Trains

Posted 29 May 2011


How to play

The goal of the game is to survive as long as you can. Jump over trains with closed doors and try (as much as possible) to run through trains with open doors to avoid birds and tunnels. Some open trains will give you coffee. When your coffee-meter is full, you have one extra life.


  • Space: Jump
  • R: Restart
  • 1-4: Set zoom
  • P: Pause game
  • M: Mute sound


IYFCT has not been updated for LÖVE version 0.9. The downloads below will only work for version 0.8.

Licence / credits

The source code for this game is released under GPLv3 licence. See:

All assets including the background music is released under a CC BY 3.0 licence. See:

The background music is ‘The rb Sequence’ by Fighter X from ‘Little Fighter X’, and can be downloaded for free here:

IYFCT uses the LÖVE framework which is released under the ZLIB licence. See:

Assorted fractals

Posted 09 Mar 2011

Found some of my old fractal renderings. Thought I’d put em up here. All done in either C++ or Java.