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Daniel Menard.
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Double Stallion Games

Surfpunk

A 3D action-RPG with a fully dynamic, procedural ocean. I led production and rewrote the procedural-generation and water-simulation tech behind it.

Producer & Technical Director2023 — 2026
Procedural GenerationSimulationPerformance

Surfpunk began as a side-scroller and, after a hard look at the market, we rebooted it into a 3D top-down action-RPG to widen its potential. I led all of the production. I handled the product strategy including customer discovery interviews and playtesting cadence. As we focused down to a small core team, I also took on a much larger technical role, and developed foundational systems in our deterministic engine.

I rewrote the game's procedural-generation stack to be far more debuggable and expandable, and I wrote the water simulation from scratch: a fully dynamic, procedural wave system with real surfboard hydrodynamics, including wing-like lift and drag, all running fully networked.

Interactive
Procedural archipelago + wave refraction
A from-scratch, in-browser homage to the idea: an island chain is generated procedurally, then an eikonal solver propagates a wave front that refracts along the shorelines. Click to generate a new archipelago.

About the demo

The browser demo above is illustrative of the work. It models wave travel as an eikonal problem, solving for the arrival time of a wave front across a depth field where waves slow in the shallows and speed up in deep water. Refraction then falls out of the physics for free: swells bend toward the shore, wrap around islands, and converge the way they do at a real point break. The eikonal field is solved on a coarse grid and rendered at high resolution with interpolation, so it stays sharp while running smoothly.

What I owned

  • Project financing, including a winning Canada Media Fund application and a number of partner pitches and business development.
  • Project go-to-market with marketing partners for announcement.
  • Production for the whole project, from planning through delivery
  • Playtesting and customer discovery methodology, including regular playtesting cadence.
  • Technical direction and foundation work.
    • The procedural-generation framework: island variants, water simulation, statistical distributons
    • A dynamic water simulation with surfboard hydrodynamics, in a deterministic engine
    • The performance work to keep generation and simulation cheap enough for real time

Why it mattered

These foundational systems delivered on the game's promise of introducing surfing as a fun traversal mechanic. They were technical problems that created product value and feature in all the game's trailers.