
01Game Development
Procedural generation without the chaos
Notes on keeping generated 2D levels playable — seeding, constraint passes, and why the first version always produces unreachable rooms.
Sep 20268 min readComing soon
I'm writing up what I've been building — game systems in Godot, the front-end work behind these projects, and the decisions I keep having to re-make. Below is what's on the way.

Notes on keeping generated 2D levels playable — seeding, constraint passes, and why the first version always produces unreachable rooms.

Six months of building without hand-written useMemo and useCallback, and the handful of places where I still had to restructure instead.

Every animation costs attention. A working checklist for deciding whether an interaction is doing something or just showing off.