Apparance is a new technology designed to allow the interactive visual authoring of detailed and expansive 3D worlds for video games. A play-space for procedural algorithms and their use in the generation of environments and objects.
* Explore procedural generation
* Build huge detailed environments
* More variety for less cost
* Work visually and interactively
* Programming meets modelling
Born of a desire to work more interactively, to allow playing with creations in real-time, tweaking, tuning, and exploring parameter spaces freely. Tired of baked operations, compilation, build steps, and asset pipelines. Desperate to escape from the need for levels, invisible walls, loading screens, huge downloads, and limits on detail and scale.
Using procedural techniques, node-graph editing, run-time content synthesis, and scale-free detail management, we are aiming to provide a tool-set and engine capable of fulfilling these dreams.
The Apparance project is inspired by the flexibility of non-linear and node-based editing systems used in film and television, the amazing compression achieved by the demo-scene using mathematics and procedural generation, and the vast possibilities of large scale procedurally built game worlds.
Apparance is currently being used by Flaming Fowl Studios (Guildford) to drive the dynamic scenery generation in their digital adaptation of the board-game "Gloomhaven" (early access on Steam), as well as for building huge detailed environments for an unannounced (Guildford based) project.
It is available for Unity via direct license only at the moment. Please contact firstname.lastname@example.org for information.