project director: Simon Yuill
original drawings: Chad McCail
development team:
Ricardo Creemers
Stefan Gartner
Eleonora Oreggia
Simon Yuill
sound design: Mark Vernon


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[module 4] spring_city
Huddersfield (England), Dundee and Glasgow (Scotland), Amsterdam (the Netherlands), Tokyo (Japan)
April 2005 - July 2005

The spring_city module focused on the creation of the urban environment for spring_alpha, based on the cityscape of Chad's original 'Spring' drawing.

A new graphics engine was created for the game capable of presenting both 2D and 3D representations of the gameworld. The 2D depiction takes the form of a bird's eye view architectural plan, as in the 'Spring' drawing. The 3D version presents a view from the ground, in full colour, similar to the style of the 'Evolution is Not Over Yet' drawings. The graphics engine was built using the Soya 3D library.

The simulation package of SVS was also extensively developed during this module, and the building blocks of an AI system that will form the basis of the 'personality engine' (to be created in module 5), were put into place.

Eleonora produced a video version of the Spring story, and Mark began work on the audio environment, gathering live sounds from Dundee and Glasgow, and producing an audio 'psychogeographic' walk through spring_city.

The project was presented as part of a Kingdoms of Piracy event at the NTT-ICC in Tokyo, and a public workshop on gaming issues and the Free Open Source Software used in creating spring_alpha was given in Huddersfield. A public discussion event was also held in Huddersfield, at which Dennis Kaspori and Jeanne van Heeswijk presented their work on 'open source architecture' and the 'Face Your World' project.


exhibition at the Media-Centre, Huddersfield


spring_city 3D models

graphics engine


'Spring' video by Eleonora Oreggia

audio by Mark Vernon

simplegame AI demo from FLOSS gaming workshop

online game editors