

Drip
For my entry in the C.H.A.I.N. ↗ collaboration, I had one week to transition from a first-person hospital game to a dreamlike ball platformer. Given the time constraint, I used Grasshopper for procedural level design. I created a dreamscape where the player floats downwards, and used Grasshopper to place collectibles, asteroids, and hazardous tentacles along splines with random variation. This parametric approach was necessary to fill the large, open space while still directing the player's free-floating motion.
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