Saturday, October 17, 2026
“Unfolding” Traps: Extending Hazards Across Time and Space
Many dungeon-crawling roguelikes treat traps as single-turn events: the player triggers a hazard, experiences its effect, and moves on. This talk explores an alternative approach in which traps and hazards unfold across multiple turns and areas of the dungeon.
Drawing on examples from both tabletop and digital dungeon design, we’ll present a set of reusable patterns for creating these “unfolding” hazards.
Along the way, we’ll highlight procedural generation techniques—including graph-based, multi-pass, and context-aware approaches—that help support more varied and integrated hazard design without requiring a large catalog of handcrafted traps.
Attendees will come away with a practical framework for designing traps and hazards that create more opportunities for player choice, planning, tension, and interaction with the surrounding dungeon.
The City, The Street, The Lens: Perspectives on Building and Appreciating Generative Systems
Cities are beautiful, complex systems that have been built over hundreds, often thousands, of years. Many hands go into shaping a city's character and heartbeat, and most of the work is done completely unconsciously. Street photography is the art of walking into this temporal soup and finding moments of beauty, sadness, surprise and chance, and figuring out how to capture them to share them with others. In this talk we'll take a brief walk through street photography, and talk a little bit about why I love it (and what other, better street photographers have said about it). We'll take some of these ideas and think of cities as procedural generators - and then procedural generators as cities - and talk about how that can help us think about generative and emergent systems in our games in different ways. It'll give you some new language and structure to talk about procedural generators, perhaps give you a different angle to view your own work from, and - I hope - give you the motivation to pick up a camera and head off into your nearest city, to sample its procedural delights.
Corrupted Databases - Building an (In)finitely Repeatable Logic Puzzle in a Discord Bot
How do you make a repeatable puzzle out of a badly designed database?
That was the question I asked myself when I began designing a logic puzzle for the Discord Bot game "Telegrams from the Choir Train". In this puzzle, players are tasked with finding names and addresses of fictional, procedurally generated people, in a sea of corrupted, incorrect databases, using inferences and duplicate information as clues.
In this talk, I will walk through the design iterations of this puzzle, how and why I made it, what was successful and what wasn't, and discuss how an inherent failure of the system provided one of my favorite pieces of player agency.
Spaces for Contemplation: Procedural Generation as a Tactic for Nonlinear Narrative in Art
An artist talk about how procedural generation can be employed in a new media arts context to create spaces that have legible and concrete themes but that also resist linear narrative construction.
it's standing right behind you: interface games as metaleptic convergences
Games that impersonate other kinds of software have a special quality -they create a geographical space in which the real world and the fictional world of the game intersect, just by referencing the fact that they know you are sitting right on the other side of the screen. Certain fictions feign that they exist in the same world that we do - this book claims to be autobiographical, this footage was found at the scene of the crime, this software was updated moments ago by someone who could still be in the room with you. These meta-referential stories playfully imply that you could be in the same immediate danger as the other characters - your own body and reality are at risk. They do not need to be about the supernatural to have a supernatural quality.
While interface games automatically create this convergence, my recent game work has been about extending the digital interface into tangible spaces, forcing players to use their endangered bodies in ways beyond what is usually asked for by the genre.
Mazes: Are we lost yet?
The earliest computer adventure games had mazes. Wizardry and Ultima had mazes. The classical roguelike screen just begs to be filled with a maze. Can you say what a maze actually *is*? ... Not as easy as it looks, right?
I'll thread through some classical examples and try to show what very different genres of maze have in common. Textual, graphical, first-person or third-person: what is it about mazes that leaves you feeling lost?
Dungeons, digging, and wells - the gamers yearn for the mines. This is a retrospective of video game holes.
“He looked into the hole, and like any hole it said, Jump.”
— Susan Sontag, The Volcano Lover: A Romance
This wide-ranging but decidedly subterranean 30 minute talk covers a variety of approaches to digital holes in games, as well as the actions of mining / digging / tunneling that cause them. It considers the undergrounds as caught up in varied histories of extraction, labor, devotion, gambling, travel and desire, as well as looks at video game digging across multiple end goals such as "finding treasure", "changing the landscape", or "progressing and moving through the dark". Finally, it considers the subterranean fantasy of buried and alien worlds, where the rules are different than on the surface of the earth– and what that can and has meant to a long history of games that ask you to delve.
Found (Mathematical) Objects: Generative Beats Without AI/ML
We're going to gather disparate threads from Euclid, particle accelerator timing, Marcel Duchamp, music cognition, and minimalism, all in order to build a 100% ethical beat generator.
Some Quite Fantastic Shapes: Procedural Narrative & Terry Riley’s In C
Terry Riley’s landmark minimalist composition "In C" (1964) asks musicians to play through 53 melodic fragments in order using their own discretion around instrumentation and repetition. This unique approach balances procedural generation with authored intent in a way that can cause, in Riley’s own words, “some quite fantastic shapes to arise and disintegrate.” This talk will dive into Riley’s piece to look at how procedurally generated games with a strong sense of possibility (or “key”) utilize a balanced range of narrative tools and writing styles to make fantastic shapes of their own.
Totally Not a Roguelike Deckbuilder
I originally designed Thousand Hells as a roguelike narrative card game, but a potential publisher was concerned that it looked like all the roguelike deckbuilders. It wouldn’t stand out in the market, and worse, wouldn’t satisfy players who would think they were buying a deckbuilder. My first thought was that it would be really hard to turn it into something else, but it turned out to be simpler than I’d feared.
I’ll discuss why the game was a roguelike card game in the first place, the specifics of revamping it, and the impact on the design and player experience.
The talk should especially interest designers who are concerned about making their game stand out (whether or not it’s for sale), but also cover why a roguelike had cards in the first place.
Coin Flips, Violence and Spreadsheets: the binomial distribution in Fire Emblem: Three Houses
You could go full Dwarf Fortress and simulate everything in your game world, but that's a lot of work. It's a lot easier to just say "60% of the time, it works". However, this simple rule can be surprisingly powerful and dynamic. I'll be doing a lightning tour of some fun tricks (like quantifying luck!) anyone can do with the magic of google sheets given this rule. The violent anime cuties and their random level-ups from Fire Emblem: Three Houses will join us for this tour.
making sudoku poems using tools
can a good poem also be a good sudoku puzzle? i wanted to make a weird sudoku puzzle that follows nonstandard constraints, and fell down a rabbithole trying to figure out how to do it using python. i'll talk about the constraints, the process, and then do a live sudoku poetry writing demo! which, full disclosure, MAY OR MAY NOT SUCCEED!!!
Exploring the Monte Carlo Forest: Using MCTS to balance your game and enlighten your monsters
How do you make sure that the herd of integrated systems that you've gently shepherded into a roguelike game work together into a winnable, playable, balanced, stable experience? Playtesting is expensive, LLMs are expensive and ill-suited, and do you really want to spend your limited time writing a single-use bot?
There is an option that has been used in the board game and simulation world for a long time: the Monte Carlo Tree Search. We'll explore how the surprisingly simple, practical, elegant and scalable algorithm that powers AlphaGo can run thousands of simulations to emulate the smartest character in your dungeon: the player, and show you how your game performs at scale.
We will look at using MCTS simulations to:
- prove how winnable our game is;
- test how hard our game is;
- find the kind of bugs that only appear once in ten thousand games; and
- maybe even apply a scientific approach to balance.
And maybe, we'll see how to turn your Wizard of Yendor into a chess-master: ready to respond to your adventures most underhanded strategies, instead of a mere overpowered goblin who happened upon a massive magical axe.
Modular Motivations: Building Reactive Roguelike NPCs
You've built a randomized world, but now you have to fill it with people. Will your NPCs just stand lifelessly or will you give them needs and wants of their own? In this talk we discuss breathing life into NPCs without breaking the budget! Imagine filling your game with supervillains who actually plot and scheme, or a Big Bad who can menace the player with realistic malice! Then watch this talk and imagine no more because I'll show you how to do it!