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For some reason I missed this, but I got a mention in the Guardian back at the end of January for my on-going work with Aubrey Hesselgren in helping Ed Key port Proteus to the Oculus Rift.

This is a long-running project we started back in 2013, and I’m pleased to say we have a functioning but unoptimised demo. This means you actually need a very powerful PC to get the frame-rate needed to give you a proper sense of immersion. For a game with a very lo-fi aesthetic, the irony is not lost on us!

Work is currently continuing on the rendering pipeline to step up the performance, and this should ultimately result in a  public demo, but there is no fixed deadline.

Nick Ludlam
Nick Ludlam
Software Developer and Prototyper in Mixed Media