Independent game developer | @NeverRestStudio on Bluesky, Mastodon and Cohost | he/him

United Kingdom
Joined March 2015
Never Rest Studio retweeted
A hidden element of an in-game camera is how we prevent collision without the player noticing! Here is a brief look into a few of the ways I prevent this in my game. comment if you have any specific questions about this!
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Never Rest Studio retweeted
N64 and PSX artists rejoice - my vertex/normal painter tool POLYPAINT is now (finally) live on the Unity Asset Store!! 🎊 Grab it 30% off for the launch week - I can't wait to see what you all do with it! assetstore.unity.com/package…
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Got a first version of waterfalls working! Really fun to see the water react and new little ponds and waterfalls form as you edit the terrain. Next I’ll look at some better shading, VFX and solving lots and lots and lots of edge cases.
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Never Rest Studio retweeted
Making a simple but comprehensive character controller for Unity which can be a hurdle for a lot of people starting out. Handles slopes, stairs, platforms that move, rotate, and stretch. I'll put it in a public repo when its all finished. #GameDev #IndieDev #ScreenShotSaturday
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Never Rest Studio retweeted
depth buffer wave emission and collision in godot
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Never Rest Studio retweeted
today's work on mysterious desert generator™️ - improved voronoi-based rivers! - smooth out cliffs near rivers (spiky mountains🙅‍♂️) - grassy textures (vertex paint mask) near rivers - character/camera controller???👀 #madewithunity #gamedev
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Never Rest Studio retweeted
you wont believe how long this took me :D #gamedev #madewithunity
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Book menu breakdown 📙 #pixelart #indiedev #GameMaker
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Never Rest Studio retweeted
Lerp is used everywhere in games. It’s simple, but combined with a few small tricks it becomes incredibly powerful. This thread is full of visual examples.
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Never Rest Studio retweeted
going to great lengths to make my outline shader as hand-drawn as possible
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Never Rest Studio retweeted
Here is the reveal trailer for our first game, Demi and the Fractured Dream 🫨!
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Never Rest Studio retweeted
from your favourite developer of games that never came out like pigeon simulator and last man sitting, comes the next thing that never comes out: HandPlant #gamedev #screenshotsaturday
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Is this anything?
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Never Rest Studio retweeted
Just swapping out the model at a specific frame works surprisingly well for a transform animation 😁 #blender3d #gamedev
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Never Rest Studio retweeted
My (Wii Play 'Tanks!' inspired) game finally HAS A TRAILER! And a STEAM PAGE! And a PUBLISHER! ◥◣◥◣◥◣◥◣◥◣◥◣◥◣◥◣◥◣ This is BOMBSHELL BLITZ! 💣
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Never Rest Studio retweeted
I was heartbroken and blindsided when I learned that my job was no more on the morning of February 19th. This is not the ending to the journey I had dreamt of and committed myself to seeing through — not by a long shot. But despite the confusion and sadness, I know there’s something new on the horizon for me. This isn’t the end, and I’m excited to discover a new path — but I need your help! If you need a passionate, dedicated and loyal Game Developer or know someone who does, hit me up! Thank you. Here’s a glimpse of what I bring to the table. #gamedev
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Never Rest Studio retweeted
Playing with something called Laplacian blending. it is a really nice way of blending two textures where high and low frequencies in the image are blended at different MIP levels so that things blend into one another in a really pleasing way. (edited) As you can see there is none of the ghosting that an ordinary soft masks gives you. It does a really nice job of blending heightfields. No loss of high frequency data and yet there is no discontinuity in height.
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Never Rest Studio retweeted
🎥 Spline Camera & blockout to Art test. Tried to create a modular splinecam that I can use for a section where I may want to glide the camera through a section of a map for vibes! Also a quick early art test for the blockout I showed yesterday. #gamedev #ue5 #b3d #CCC #solodev
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Never Rest Studio retweeted
This is definitely my magnum opus—the best and most complex thing I’ve ever made. A physics-based, Skate 3-like skateboard controller that works without any invisible walls to keep you within the pool bounds. Here some totally uncut footage of it #gamedev #screenshotsaturday
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[Development] Diary Entry 12: 𝚄𝙸: All UI will be diegetic, serving as the means through which [the Garden] - the game’s setting - communicates. It operates like the mind that created it; visually noting, narrating and refining every occurrence… [ 𝖿𝗋𝗈𝗆 𝖭𝗈𝗏 | 2023 ]
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