Derek Boe

Multimedia and Digital Technologies ArtistTraditional painting, ink illustration, Photoshop, audio and video editing, 2D animation and independent game development.

Painting series lead as collections, followed by independent game work, murals, commissions, wearable objects and moving image.

The Walled Garden.

The Walled Garden is a platformer RPG set in a surrealistic Garden of Eden with procedurally generated trees which grow from a destructible environment which subdivides as it is destroyed.

Current gameplay screenshot from The Walled Garden showing the player, a creature, a sword interface and a cavern platform environment
Current-engine gameplay showing the procedural tree and fruit system
Current engine Procedural tree and fruit cycle
The Walled Garden gameplay with an inventory interface, dialogue prompt and winged creature in a cavern
World systems Inventory, dialogue and exploration
Earlier version of The Walled Garden showing terrain destruction and a procedural tree growing
Earlier version Terrain destruction and procedural tree growth
Current-engine gameplay from The Walled Garden showing the player moving through a destructible platform environment
Movement study Destructible platform environment

The Walled Garden is a platformer RPG set in a surrealistic Garden of Eden with procedurally generated trees which grow from a destructible environment which subdivides as it is destroyed.

The objective of this is to build a world to watch it all burn to the ground. That’s why the game project has been a fifteen year love project. If other people like it, that’s cool too. It will be released for the public to enjoy probably for free, but I’m making the game that I want to play.

Development history and engine change

We’re starting over again. Not from 100% scratch, we still have all our existing code and graphics. However I’m focused on coding a better engine with less bugs, and with a better understanding of how everything works. As the original source code was a Frankenstein of Game Maker Examples found over the course of 10+ years.

With 15+ years of knowledge of strictly Game Maker 8, I am starting fresh in Game Maker Studio. Consider everything up until now just practice for this new iteration of the game with a strict focus on Economy and Gameplay Loops, with a stronger more robust engine with better detailed comments so I can actually remember what my code does.

10+ years!? · IndieDB ↗

Gameplay, ecosystem and NPCs

The game has generally been geared towards more of a non-game simulation thing than a traditional game in any sense. The new version has 3 endings planned, originally it was just a linear one ending game.

Prior till the new update, the trees didn’t even actually have any gameplay mechanics they were purely aesthetic, where as now the trees control the creation of Apples to heal the player.

The trees also respawn “Grubs” if there is less than 3 in the level. This occurs after a tree finishes shaking from either a sword attack or a medium/heavy enemy walking passed. Grubs are the most basic unit in the game, they create seeds which can create trees, which in turn, create grubs.

Started making a new basic dialogue system which can have multiple sets of dialogue in them. It works with multiple dialogue options, trying to work on getting asking questions to work.

Sprite Upgrades + Gameplay + NPCs · IndieDB ↗

Combat, utility and VFX

I’ve started adding some of the Basic Enemies, Particles, and VFX. Also have started adding the player’s melee combat. Added camera zoom for possible items of interest and maybe for dialogue with NPCs.

Coyote Jump / Jump Buffer (Smooth like butter)

Jumping exactly as you strike the ground will give you a boost jump now, you are also given some forward momentum if in the air and you perform a regular slash while going up. This does require a small bit of advanced player input to achieve, needing to press both attack and jump at the same time when landing to do a sword reflection jump.

Stamina is in the game, which I’ve never really seen before in a 2d platformer setting. Probably for good reasons, but I’m finding it very interesting as the players movement is essentially now resource management.

More Updates — Utility/Combat and VFX · IndieDB ↗

Save system

I’ve implemented a save and load system in my game, preserving tree states across sessions, a feature not in the original engine.

Dynamic water

Going to try and make a dynamic waterline this time around.

It didn’t take too long to get something working based on input from an oEntity.

Fine tuning the displacement and threshold, need to add a wave upward when going in, so the water doesn’t just return to flat line right away. That should give it a more liquid feel.

Added horizontal movement back to the water surface.

Read the development archive on IndieDB ↗

Murals and commissioned work.

September 2021

Hog Saloon mural

Exterior garage-door mural for the Hog Saloon in Gainford, Alberta.

Exterior mural · Gainford, AlbertaSketch, paint block-in and finished installation
Commission work

Custom controller sunglasses

One-off wearable sculptures built from game-controller shells. Buttons and joysticks stay tactile and functional wherever construction allows.

Wearable sculpture · Available by commissionNES, Xbox and PlayStation editions photographed as finished pieces
May 2021

DAFUQ merchandise

Logo and T-shirt artwork built from five illustrated monster letterforms.

Early gray line drawing exploring the DAFUQ monster letterforms
Color development drawing for the DAFUQ monster letterforms
Identity and apparel graphicSketch development, final artwork and produced shirt
View selected painting studies →

Studio craft meets digital production.

Six connected disciplines spanning physical making, image-making and motion.

Photoshop

Compositing, digital illustration and image production are used both as finished-media processes and as connective tissue between drawing, animation and print.

Multimedia

Audio and video editing, moving image, digital collage and production for independent work and client collaborations.

Ink Illustration

Hand-drawn linework and character-focused illustration developed for print, apparel, identity systems and digital production.

Independent Video Game Development

Game art, animation, environmental systems and collaborative production, led by the long-running platformer RPG The Walled Garden.

2D Animation

Character animation and animated collage for personal experiments, game production and professional music-video work.