Skip to content

Jay Webb | Portfolio

  • Home
  • Projects
  • Blog
  • Contact

Author: Jay Webb

Jay Webb

|

June 10, 2026

|

C# Programming / Unity
  • Dev Log #9: Unified Combat Frameworks, Camera-Relative Locomotion, and Physics Stabilization

    June 10, 2026
    Dev Log #9: Unified Combat Frameworks, Camera-Relative Locomotion, and Physics Stabilization

    Imagine waking up in a pitch-black, endlessly shifting subterranean labyrinth. The walls morph around you, treasure chests glimmer in hidden alcoves, and dangerous creatures patrol…

    Read More

  • Dev Log #8: Data-Driven Territory Ecosystems, Proximity Pooling, and Atmospheric Occlusion

    June 2, 2026
    Dev Log #8: Data-Driven Territory Ecosystems, Proximity Pooling, and Atmospheric Occlusion

    In our last update, we looked at how individual creatures think by breaking down our modular Enemy AI State Machine and movement systems. However, a…

    Read More

  • Dev Log #7: Phase 4 – Modular Enemy AI, Polymorphic State Machines, and Telemetry-Driven Animation

    May 29, 2026
    Dev Log #7: Phase 4 – Modular Enemy AI, Polymorphic State Machines, and Telemetry-Driven Animation

    ​In our previous logs, I gave our procedural generation engine a memory by building a smart character dialogue and portrait system. Now that our heroes…

    Read More

  • Dev Log #6: Narrative Identity, Stealth, & Tactical Perspectives

    May 25, 2026
    Dev Log #6: Narrative Identity, Stealth, & Tactical Perspectives

    ​At this stage of development, I have successfully taken abstract numbers and mechanical character swapping and turned them into an immersive, story-driven experience. By building…

    Read More

  • Dev Log #5: Phase 3—Deterministic Loot, Persistent Object Integrity, and Event-Driven UI

    May 21, 2026
    Dev Log #5: Phase 3—Deterministic Loot, Persistent Object Integrity, and Event-Driven UI

    In our last few logs, I built a procedural generation engine that can create over 285 trillion unique dungeon layouts, and I set up our…

    Read More

  • ​Dev Log #4: Phase 2 – Campfire Hub, Physics Clashes, and JSON Persistence

    May 16, 2026
    ​Dev Log #4: Phase 2 – Campfire Hub, Physics Clashes, and JSON Persistence

    With our procedural generation engine capable of producing over 285 trillion unique dungeon layouts and our characters fully animated, the next critical step for Project…

    Read More

  • ​Dev Log #3: Hamiltonian Marathon—Procedural Dungeon Generation

    May 13, 2026
    ​Dev Log #3: Hamiltonian Marathon—Procedural Dungeon Generation

    With our characters ready to move, the final milestone of Phase 1 was to give them a world worth exploring. I have successfully implemented a…

    Read More

  • ​Dev Log #2: Phase 1 – Creating a Multi-Class Character System

    May 7, 2026
    ​Dev Log #2: Phase 1 – Creating a Multi-Class Character System

    In this phase of development, the focus shifted from conceptual design to Core Systems Integration. My goal was to establish a robust foundation for character…

    Read More

  • ​Dev Log #1: Architecting a Strategic Procedural RPG

    May 1, 2026
    ​Dev Log #1: Architecting a Strategic Procedural RPG

    Project Labyrinth Welcome to the first dev log for Project Labyrinth, a technical exploration into scalable game architecture, procedural generation, and strategic player agency. ​As…

    Read More

Recent Development Videos




Jay Webb | Portfolio

  • Home
  • Projects
  • Blog
  • Contact

© 2026. Jay Webb | Portfolio All rights reserved