
Gamedev & graphics by day. Many things by the cover of darkness. she/her (pfp by @Tatodrudis) @abbycat.bsky.social
The Zone
Joined December 2017
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(I should clarify: the designs of each moth and stage are all Wolfie's! I encoded them as the bits in a few integers in the shader. The SDFs are used for the shape of each "pixel", along with the registration marks, anti-aliasing calculations, etc)
Replying to @MiMiZ_10
Replied here with some info on this type of thing :)
xitter.cf/DubThinkDev/status/207…
Replying to @Xena167
Sure! In simple terms, there's 3 parts:
- the shapes are drawn using 2D SDFs
- I blend a few colors for the "pixels" turning on and off
- for each "pixel", I use its position, the moth shape, the current time, and some noise to decide when to turn it on and off
Replying to @DubThinkDev @Xena167
I highly recommend The Book of Shaders to learn more about this type of math - their chapters on shape rendering (thebookofshaders.com/07/) and noise (thebookofshaders.com/11/) are excellent.
I'm also personally inspired by @iquilezles's work in this area (iquilezles.org/articles/raym…)
Replying to @Xena167
Sure! In simple terms, there's 3 parts:
- the shapes are drawn using 2D SDFs
- I blend a few colors for the "pixels" turning on and off
- for each "pixel", I use its position, the moth shape, the current time, and some noise to decide when to turn it on and off
Most of the work I did at Bungie was behind the scenes on the engine, vfx tech, and artist/designer-facing tools, so it was awesome getting to put on my tech art hat and build something more visible :)
(fantastic concept + art direction by Wolfie Davis!)
Fun fact: the Marathon spinner is actually a hand-coded shader! It has to display before the engine loads any textures or videos, so it's entirely procedurally animated and rendered by a shader I wrote for it using SDFs, procedural noise, and a pile of math for the animation :)
I'm figuring out what's next now. This industry is rough, but I still have a lot to do. If anyone needs an experienced graphics or gameplay engineer, I'm around. Been enjoying internal workflow work lots - making the lives of artists and designers better.
For now, a little rest.
How many people get to do that in life?
To build something that means so much to so many people
In spite of the money
In spite of all the struggles along the way
That, after it crumbles, a stranger cares enough
To give me a hug
And tell me how much it mattered
(3/3)
And she showed me her bag,
"From Salvation's Edge!"
And I shared that I'd just been laid off
And she gave me a hug, and offered to buy me a drink
And told me about how much the game meant to her
How it's been there for her
How important that community was
(2/3)
I know games are a business
It's a brutal truth
Because they strain so badly to be something more
I was out in a bar, after fight practice
The Tuesday after layoffs
And someone recognized my shirt
"Oh, have you been playing the new update?" She asked
Excited
(1/3)
Replying to @GrapeJuiceIII
EXCELLENT
Did I ever show you the time I did that in 4s as med?
youtu.be/R-V95Y5HVmY?si=hQhR…
Replying to @ArcanePigeon
Damn okay, you weren't kidding - this is awesome
Replying to @ArcanePigeon
Were they like, cool chairs at least?
This is one of my favorite character design bits 🔥🔥🔥 Something about being marked by something dark and sinister - energy just a little too strong for the mortal vessel 🖤
If you’re a guy in your early 20s, buy a Froggy Chair.
Go into debt if you have to
This is not satire. You can get one for 1,440 Bells
Having a nice chair communicates status to women and business relationships
And if you buy it right it will hold its value if not appreciate
Replying to @PaweSasko
Horns as a cyberware option would make me incredibly happy 😈







