 
 GenJam 2016
Procedurally generating sprites for GenJam 2016.
 
 Procedurally generating sprites for GenJam 2016.
 
 I made a roguelike in 7 days for the 7DRL. It's about surviving in a spaceship that's decompressing.
 
 This converts plain "walls and doors" output into something that looks awesome.
 
 This is a simple technique to create L-System fractals with Unity.
 
 A technique for procedurally generating rooms and dungeons.
 
 My work on Blocksworld, an awesome iPad building game for kids.
 
 My work on Patterns, a game that asks "what if Minecraft wasn't just cubes?".
 
 I built the mobile team and first iOS app for ROBLOX.
 
 Utterly mindless somewhat hilarious rogue-like-ish-sorta for the iPhone.
 
 Rogue-like for the iPad created in one month for the game monetization challenge.
 
 A big, semi-casual game with a terrible name made in the early days of indie game development.
 
 Real-time endless voxel landscape you can fly over.
 
 A 3D rogue-like made in Unity3D featuring mad loot and a class-based RPG progression system.
 
 A multiplayer computer version of the boardgame Twixt.
 
 A 2.5D Lode Runner game made back in college.
Hi, thank you for visiting! I'm David York, a San Francisco software engineer.
My passions include game development, cooking, photography and travel.
I work as a mobile (iOS and Android) consultant and indie game developer.