Hi, my name is

Arne Roomann-Kurrik

This is my blog.

Suspiria (1977)

Oh boy, Suspiria. A prime example of the “cheesy horror movies so well crafted that they can be considered art films” genre. I can’t even remember what first added it to my queue, but I do remember seeing references to it in a crazy 2010 playthough of the SNES game Clock Tower which led me to the following reasoning:

  1. Clock Tower is an insanely weird, horrific, and beautiful game.
  2. Clock Tower cribs scenes directly from Suspiria.
  3. Therefore, Suspiria must be even more weird, horrific, and beautiful than Clock Tower.

Bin Packing - Shelf Algorithms

I’ve recently been working on an update to the twodee library we use for Ludum Dare games. One (of many) areas I’ll be focusing on is speeding up text rendering.

Text is currently very slow because we have to create and bind a new texture, render glyphs to it, then draw geometry for each piece of text in a scene. One simple optimization is to pack frequently-used text into a single texture which will remove many (expensive) texture binds.

Packing a bunch of rectangles into a texture isn’t the easiest thing to do well. There’s a whole class of algorithms dealing with this “bin packing” problem, each with various tradeoffs. Luckily, I found a very useful paper which covers many of these algorithms (thanks Jukka Jylänki!). To get a feel for how well each of them perform, I decided to implement a few in Javascript (you can see the source here).


Stalker (1979)

There’s a point early on in Andrei Tarkovsky’s Stalker where the Stalker, the Professor, and the Writer have snuck past a military blockade, dodged bullets and ridden a railway work car for a few silent minutes of screen time. The film switches from sepia to color - they have entered The Zone, a mysterious alien-touched segment of the world. “We are home” Stalker says. “It is so quiet out here, it is the quietest place in the world.”



On April 17, 2015, Wes, Kalev and I started work on LD32, our third collaboration on a Ludum Dare weekend game jam.

Our resulting entry, Chromos, is a top-down action game reminiscient of Zelda and (blatantly) Titan Souls. It’s the most ambitious game we have tried to make in 48 hours:


Under the Skin (2013)

A little while ago I read this great article on the cinematic influences of the game Kentucky Route Zero, which got me thinking that I should be expanding my exposure to and ability to talk about film, particularly with regard to influencing work on Moonshot or other creative projects. So I’m starting an informal Cinema Club (think Book Club) and hope to write a bit about the films I watch and what I took away from them.



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