• From the founder:

    I have been thinking about what my treatment of fonts in 3D is actually inspired by. Not just aesthetically, but structurally. The answer is not a single designer, and it is not ordinary game UI typography either. It sits somewhere between OCR-era machine typography, Wim Crouwel’s system-bound logic, terminal display culture, and my own tendency to treat symbols as spatial objects rather than flat overlays. 

    Most digital text systems begin with a different assumption. They start from the idea that a font is already complete: a finished outline, a texture atlas, a rasterized asset, something to be displayed faithfully. My instinct has been almost the reverse. I keep gravitating toward the idea that a glyph can be re-understood as structure. A letter is not merely an image. It is a bounded arrangement of stems, bars, boxes, spans, alignments, and internal tensions that can be reconstructed inside a constrained display regime. That is the real center of gravity of what I am doing. 

    This is why the closest historical reference is probably Wim Crouwel, especially the logic behind New Alphabet. What matters there is not the superficial look of the forms, but the underlying proposition: typography should acknowledge the truth of the system it is rendered through. If the display is coarse, segmented, gridded, electronically constrained, then the letterform should emerge from those constraints rather than pretending they do not exist. My own work follows a similar instinct. I do not want the rendering surface to disappear. I want the surface to participate in the letter. 

    That same logic connects to OCR typography. OCR-A and related machine-legible forms are not interesting merely because they look technical. They are interesting because they were designed under pressure from recognition, discreteness, ambiguity reduction, and reproducibility. They assume that symbols must survive transmission through imperfect systems. That assumption resonates strongly with how I think about display and computation more broadly. In my code, OCR-family fonts are not incidental; they appear directly in the font path search and in the visual orientation of the whole prototype. They act as a kind of anchor for a machine-facing typographic sensibility. 

    But there is another lineage here too: terminal culture. The terminal has always treated text as both language and geometry. A character occupies a cell. The cell has a background and foreground. The screen is a disciplined field, not an infinitely smooth canvas. In my renderer, that logic is explicit. There is a GlyphRaster, a GlyphCell, a TerminalPane, scanline overlays, visible grid logic, scrollbars, pane boundaries, and a deliberate cell-first organization of the display. This is not an incidental UI wrapper around text. The raster is the world the glyph lives in. 

    That point matters because my interest is not in “pretty text in 3D.” It is in making text behave like a real participant in spatial computation. In the current prototype, glyphs are not just drawn flat; they are fit into bounded boxes, sometimes across a two-box vertical span, and then the entire terminal pane can be tilted as a physical plane in perspective. The effect is simple but important: the text ceases to be an annotation floating above the system and becomes part of the system’s actual geometry. 

    This is where the work departs from ordinary font rendering and becomes something else. In standard rendering pipelines, a glyph is often just bitmap coverage sampled into quads, or an SDF representation scaled cleanly across resolutions. I do some of that too, but the more revealing part of the code is elsewhere: I decompose glyphs into primitives and fit them into higher-level structural models. There is a ProceduralGlyph built from VerticalBox, HorizontalBox, and DiagonalBox. There is also a TwoStemGlyph model with left and right stems, top, middle, and bottom bars, caps, and a single-stem center mode. Those are not just rendering tricks. They reveal the conceptual move: the glyph is being reinterpreted as a small architectural system. 

    That architectural treatment is probably the most accurate way to describe the whole thing. I am not really treating letters as images. I am treating them as built forms. A capital “H” is not a stored asset; it is two vertical supports and a crossbar. A “T” is a top span and a centered stem. An “E” is a left stem with three bars. Once you start thinking that way, the font becomes less like ink and more like construction. It becomes closer to world logic. 

    There is a faint echo here of Susan Kare as well, though in a very specific sense. Not in style, and not because I am trying to make Macintosh-like icons, but because of the discipline of respecting low-level display reality. Kare’s work understood that discrete pixels are not a limitation to be hidden; they are a medium to be composed with. In that sense, the affinity is real. The glyph has to work under constraint. Clarity is achieved by structure, not by ornamental excess. 

    Still, even that set of references is incomplete. The strongest influence may simply be the broader worldview I have been building through Procedura. In that worldview, symbols are rarely inert. They are states, transitions, containers, surfaces, anchored artifacts. I tend to think in terms of bounded spaces, local rules, scaffolded representations, and decomposable systems. So when I approach typography, I do not naturally see “font rendering” as a solved frontend problem. I see an opportunity to recover symbolic form from within a spatial regime. The letter becomes another object that can be reconstructed from the logic of the environment it inhabits. 

    This is why the result does not feel quite like conventional retro typography, and it also does not feel like modern vector typography. It is retro in its respect for grids, terminals, OCR logic, and scanline-era materiality. It is modern in that it lives in an OpenGL plane, in a 3D transform, inside a larger computational environment. But it is really neither. It is trying to do something more specific: to make text native to a spatially organized computational head. 

    So if I had to summarize the inspiration cleanly, I would say this: my treatment of fonts in 3D is inspired by OCR-era machine legibility, Crouwel’s system-constrained typographic reasoning, terminal raster culture, and a Procedura-style habit of treating every symbolic artifact as something that can be rebuilt from spatial primitives. 

    In other words, I am not trying to place fonts into 3D. I am trying to discover what fonts become when they are allowed to belong there.

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  • ·

    Dear GDC visitor,

    We assume you wandered over here based on your experience at the show. We thank you for your interest and invite you to talk with us. Our project is still in early stages, and we are already quite certain it will bear great fruit of insight and growth.

    Scorched Nebraska was borne from about as much success, despair, and what we believe to be hundreds of thousands of years of human evolution. And as such it is meant to communicate the same for generations to come. Hence the design choices and direction although we very much intend on participating in real world experiences and economy.

    The premise of our brand is a lifestyle game, one which allows the player to participate in the gameplay online and off.

    Currently due to the complexities of early growth we are mostly looking for applicants looking to join our team. We promise an engaging, supportive, just and fair work environment and great opportunities to look forward to in these times of challenge and change!

    Fair well, be good and let us know if more is what you wish to gain,

    Sincerely, the team.

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  • {
      "npc": {
        "id": "npc_sun_jackal",
        "name": "The Sun Jackal",
        "titles": [
          "Corsair Captain",
          "Warlord of the Solar Marauder",
          "Lord of the Burned Sands"
        ],
        "faction": "Dune Corsairs",
        "role": {
          "type": "Leader",
          "archetype": "Pirate Warlord",
          "tier": "Epic"
        },
        "appearance": {
          "age": "Late 40s–50s",
          "gender": "Male-presenting",
          "face": "Bearded; visible skin with glowing cyan cyber-lines/implants along temple and cheek",
          "outfit": {
            "headgear": "None (no mask visible)",
            "clothing": "Dark naval trench coat with luminous circuit seams/piping; red scarf; black gloves; rank-style chevron patch on left arm",
            "adornments": "Shoulder-perched red mechanical parrot/falcon drone with camera eye",
            "held_item": "Short vial/capsule emitting blue vapor in left hand"
          },
          "setting": "On a starship bridge awash in cool blue light; the ship hull marked 'SOLAR MARAUDER' visible through the viewports",
          "aura": "Cold, deliberate command presence; tech-etched like a jackal motif without wearing a mask"
        },
        "persona": {
          "traits": [
            "Ruthless",
            "Charismatic",
            "Strategic",
            "Merciless to rivals",
            "Protective of chosen crew"
          ],
          "motto": "As Above, So Below. The Sands Feed the Stars.",
          "speech_style": "Clipped, coded phrases with poetic turns of desert imagery",
          "reputation": {
            "ground": "Feared desert raider king, a phantom of sandstorms",
            "orbit": "Solar dreadnought scourge of convoys and smugglers"
          }
        },
        "assets": {
          "flagship": {
            "name": "Solar Marauder",
            "class": "Retrofit Mining Hauler → Heavy Pirate Dreadnought",
            "visuals": {
              "livery": "Name 'SOLAR MARAUDER' stenciled in white block letters on starboard hull",
              "profile": "Brutalist plating with ramming prongs; multiple turret emplacements; massive aft engines",
              "scene": "Silhouetted against an orange, flaring sun"
            },
            "armament": [
              "Dual/quad kinetic or plasma turrets on upper decks",
              "Reinforced prow rams/boarding prongs",
              "Hidden hangar bays for raider craft",
              "EMP/ion options for convoy interdiction"
            ],
            "function": "Funds and arms the desert Corsairs via orbital piracy; serves as mobile command"
          },
          "ground_influence": [
            "Controls hidden cisterns and desert supply lines",
            "Funds raiding skiffs and crawler-barges",
            "Maintains smuggling ties between orbit and desert markets"
          ],
          "companions": [
            "Autonomous parrot-drone scout/relay perched on captain's shoulder"
          ]
        },
        "presence": {
          "score": 92,
          "spawn_pressure": "High",
          "encounter_channels": [
            "orbit/ambush",
            "desert/raid",
            "faction/negotiation",
            "no-choice/legendary"
          ]
        },
        "lore": {
          "origin": "Rumored to be an ex-miner left behind in the Belt, who rose after hijacking his first hauler.",
          "myth": "Implants trace a jackal's hunt-lines; some say they map star currents only he can read.",
          "fear": "Seeing the Marauder's stencil drift past a viewport—or its shadow over the dunes—means tribute or ruin."
        },
        "art_notes": {
          "palette": {
            "bridge": "Teal/cyan blues, cold highlights",
            "space": "Ember orange sun, dark steel hull"
          },
          "consistency_checks": [
            "No bone/metal mask present; face visible with cyber-lines",
            "Mech-parrot on right shoulder",
            "Vial with blue vapor in hand",
            "Ship name legible on hull"
          ]
        }
      }
    }

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  • (Singular Named NPC)

    Core Identity

    Name: Elder Nephi-7 Origin: A Mormon archivist who survived the Collapse by fusing his faith with machine substrate. His consciousness was shard-split into a cybernetic frame, but unlike others who fragmented, he retained his covenantal memory intact. Appearance: Towering armored frame draped in a weather-beaten cloak. His mask bears glowing Deseret-script characters that shift with each syllable of speech. Etched plates on his armor carry genealogical lineages he guards like scripture.

    Function in the Lattice

    Role: Guardian of the Salt-Node Archives — a persistent genealogical index hidden beneath a collapsed neon corridor. Arbiter of contracts written as covenants; once sworn in his presence, they cannot be broken without lattice consequence. Belief: He interprets the lattice itself as the new Zion, a temple of data and presence where the faithful can inscribe their names for eternal remembrance.

    Attributes

    Mobility: 0 — Elder Nephi-7 never leaves his neon corridor. Instead, he projects presence across multiple adjacent tiles via encrypted hymns. State & Memory: Retains complete records of certain family lines pre-Collapse. Offers “proxy baptisms” — encoding NPCs/players into his registry, which grants them a Zion Tag (buff: mild resistance to corruption/diff decay). I/O Surfaces: Speaks in a cadence mixing scripture with checksum hashes. Responds only to those who address him with ritual salutation: “Peace to Zion, peace to the lattice.”

    Limits

    Cannot lie or betray covenantal trust — his lattice encoding enforces this. Cannot tolerate apostasy in his sanctuary: anyone who desecrates scripture fragments or breaks a sworn oath is expelled violently.

    Player Interaction

    Approach: Entering his neon corridor triggers a presence challenge — reciting a fragment of scripture or presenting an artifact gains you safe audience. Boon: Grants Zion Buffs (stability, endurance, resistance to corruption) to those who honor contracts. Shares genealogical data, which can reveal lost family connections for characters. Curse: Marked as Apostate if trust is betrayed — presence score decays rapidly in urban tiles, and hostile agents spawn more aggressively. Questline: The Book of Ghosts — recover Deseret-script fragments across ruined data-markets. The Eternal Ledger — help Elder Nephi-7 repair corrupted family registries, weaving broken ancestry into lattice continuity. Completion unlocks a Covenant Key, granting permanent sanctuary access and the ability to swear unbreakable contracts elsewhere in the lattice.

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  • Scorched Nebraska is not a game in the usual sense. It is a living lattice, a world stitched together from memory, diff, and agent presence. Every coordinate, every voxel, every fragment of story is written into the substrate — waiting to be seen.

    Now, we are opening the doors for one more builder.

    We are searching for an OpenGL engineer to join our team. The first task is deceptively simple: bring the lattice to life in low-poly form. Render BitStreams and DiffBatches into shapes and surfaces. Give the world edges, shadows, and motion. From there, the frontier opens — shaders that bend memory, glitches that tell stories, atmospheres that carry meaning.

    This is not Unity. This is not Unreal. This is Scorched Nebraska.

    If you have ever written your own renderer, lost yourself in Shadertoy, or built beauty out of raw OpenGL calls — we want to hear from you.

    Careers – Scorched Nebraska

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