James Hawk (@JamesRobertHawk) header
James Hawk (@JamesRobertHawk) profile picture

Engine programmer working on EveOnline at CCPGames ๐Ÿ‡ฎ๐Ÿ‡ธ Working on PS1 era platformer Chaos The Devil (and engine) in spare time. Father of twins (spare time?)

Iceland
Joined March 2014
Photo by James Hawk (@JamesRobertHawk)Photo by James Hawk (@JamesRobertHawk)Photo by James Hawk (@JamesRobertHawk)Photo by James Hawk (@JamesRobertHawk)Photo by James Hawk (@JamesRobertHawk)Photo by James Hawk (@JamesRobertHawk)Photo by James Hawk (@JamesRobertHawk)Photo by James Hawk (@JamesRobertHawk)Photo by James Hawk (@JamesRobertHawk)Photo by James Hawk (@JamesRobertHawk)
Hey #indiedevhour I made a very early trailer for my ps1 style platform game. Love to hear what you think! #indiedev #gamedev #ps1 #CrashBandicoot
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๐ŸงตLet's talk about some interesting Duke Nukem II bugs! They are both related to the NUKEM letter bonus items. These are found scattered throughout each level. Collecting them in the right order gives a big 100k points bonus. And in the wrong order? Keep reading ๐Ÿ‘€
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Created a gizmo to visualize character motion physics. Really useful when creating levels with rhythm and precision, but also great for tweaking player movement variables. #indiedevhour #indiedev #solodev #gamedev #psx #ps1 #crashbandicoot
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For my current project I set out to emulate PS1 graphics using modern OpenGL techniques. I decided early on to document it all in an article, it took me far longer than I thought to finish, but it's finally here!! jhawk.co.uk/indiedev/update/โ€ฆ #screenshotsaturday #indiedev #lowpoly
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Sneak peek at the method I used to fake the painters algorithm used for old PS1 games. To learn more check out my latest article on PS1 rendering emulation. jhawk.co.uk/indiedev/update/โ€ฆ #indiedevhour #gamedev #ps1 #lowpoly
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When I set out to write a little article to document how I emulated the PS1 style, I never thought it would end up taking me months to write. Glad to finally be finished, check it out jhawk.co.uk/indiedev/update/โ€ฆ #screenshotsaturday #indiedev #ps1 #gamedev
Strange effect when trying to emulate #ps1 style textures. If you are interested in why this happens and the way I tackled it, check out the article I have finally finished which talks about all things PS1 rendering! jhawk.co.uk/indiedev/update/โ€ฆ #screenshotsaturday #gamedev #lowpoy
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Are you interested in #ps1 style rendering?? I've finally finished writing about my recent work recreating the look of the old greats for my game. There were certainly some surprises along the way. jhawk.co.uk/indiedev/update/โ€ฆ #indiedevhour #lowpoly #indiedev #gamedev #playstation
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Started work on music score for my PS1 style platformer. Here is a rough cut of one. Music was made in LMMS. #indiedevhour #gamedev #indiedev #lowpoly #ps1
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Can I ask you a favour? If you like what you see on this shot drop me a follow at @TobiasM_Dev I'm making a small low poly game and anyone who can give feedback are welcome.
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Any indie game devs here? Show me your work in the comments so I can retweet it! Low poly aesthetic is preferred but not mandatory.
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So much of gamedev doesn't lend itself to #screenshotsaturday . So here is a screen of me making music using LMMS. #indiedev #gamedev #solodev #ps1
Grainy down sampled rendering. Lit using vertex colouring. Simple but effective. #screenshotsaturday #indiedev #gamedev #lowpoly #ps1
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Finished up a rendering push, happy with the results. All decisions made to try and capture that #ps1 style. Now relies much more on vertex colours rather than textures. Renders using painter algorithm and fixed a bug in vertex precision code. #indiedevhour #gamedev #lowpoly #ps1
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Enjoying the flexibility that vertex colouring gives me. The hardest part of implementation was working out how to support this in my game editor but finally worked something out that feels manageable for a one man team. #indiedev #gamedev #lowpoly #ps1 #engineprogrammer
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Before and After. Trying to incorporate vertex colouring to reduce textures in scene to match ps1 limitations. This approach has also allowed me much more flexibility in design. Authoring support has been the biggest challenge. #screenshotsaturday #indiedev #gamedev #lowpoly #ps1
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Most try to improve renders, I spend my time trying to make them worse. 1.Painter alg triangle artefacts 2. Colour banding. Dithering pattern overlay 4. Low vertex position precision 5. low framerate animation 6. lowpoly still wip #screenshotsaturday #indiedev #lowpoly #psx #ps1
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Here is a colour render with colours downscaled from 8bit to 5bit with dithering filter applied to attempt to mask the banding. Ps1 would do this, but it wasn't noticed much on CRTs of the past. #indiedevhour #indiedev #gamedev #lowpoly #ps1 #psx
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Old school fake transparency on this gem. It actually doesn't have a top and back faces are not culled. The shiny flicker at the right is due to painter algorithm popping a triangle suddenly out of view and gives a strange fake specular highlight. #indiedevhour #indiedev #lowpoly
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Hey retro #indiedevhour fans. This week I have been working on adding dithering to my render to emulate ps1. Just rendering the dithering of the scene is looking all kinds of dramatic. #indiedev #gamedev #lowpoly #ps1 #psx
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For #screenshotsaturday I wanted to share recent rendering work. Here you can see the effect of switching between standard zbuffer with projection corrected texture mapping vs painter algorithm and affine texture mapping (like the ps1). #indiedev #gamedev #ps1 #lowpoly #nostalgia
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