Software Engineer, Reverse Engineer, 3D Artist, Game Modder, Easily Inspired

Joined May 2023
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Self-portrait
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vent art
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Decided not to overcomplicate reading, and remade the journal UI. Journal Collectables will be distributed among Notes, Books, and Articles. References: Resident Evil 0 journals #gamedev #games #indiegame #indiedev #solodev #lowpoly #PSX
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RED
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"what's your biggest impact on the internet?" drawing mulder and scully with courage
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UE5でミミズの大群みたいな化け物に弾を打ち込むテストを作ってる
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Gonna spam updates as I go through polishing/juicing stuff. Trees now bend before snapping.
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It's bonkers how the anti-AI crowd is labelled a "cult" just for saying that we don't want it in our creative process, as opposed to the pro-AI bros who are incessantly championing the tech and bullying those who don't wanna use it. Guys, YOU are the ones sounding like a cult 🤦‍♂️
Will parents have to be notified that a cancer cure uses Ai before they will use it on their son? Will they get public backlash for curing their child using Ai over letting him die by traditional means? Anti-Ai people are in a cult. If you have to know an artist’s methods before you decide if his art is good, you don’t really love art. I don’t understand why people are more in love with doctor’s tools, artist’s methods and director’s extra features than the thing they produce. I actually liked my video games, not just working on them using our intentionally-primitive analogue methods. Speaking of process, did you hear the one about the butcher who backed into a meat grinder and got a little behind in his work?
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Overkill?
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i kind of just let them stand there like they are baby giraffes that were just born
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It’s me and using ibispaint to adjust the colors against the world
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Scythe's lightmaps are so good because it unwraps your lightmaps and resolution based off of the geometry itself, not the pre-existing UVs like Unreal's built-in way of generating lightmaps.
When I started HALL-oween I used Lumen as it's default, but I wanted to use more Scythe features. Since the lightmapping is so good I went back and baked the first four scenes. #gamedev #UnrealEngine #UE5 #ScreenshotSaturday
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Replying to @War_Kraken19
@War_Kraken19 requested a compact automag. Lum's Custom Works .44 AMP ''Wrist Wrocket'' Carry Custom Automag
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I might once again be falling into procrastinating a project by working on things that are only tangentially related, but I can simulate it in 3D too, which is pretty cool
Always short on time so I vibecoded a map designer to workshop levels on my phone when I'm away from my desktop, I can even simulate it to see what an average run would look like
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Create a Classic: TR30 - Stonehenge by Zreen Ever wondered what could be underneath Stonehenge? This level explores that! Quite great setup gameplay before entering stonehenge. Great environment with some quad driving too!
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Exciting development, the asset manager can now allocate assets when objects require them. Since it still works with a limited amount of memory, it can also release/free bundles from the memory. Bundles are archives loaded for each level, which does include weapons and characters
Good news, a lot of little issues were caused by the asset manager, which I've updated to dynamically allocate and release assets instead of piggybacking off of asset loads that remain in the memory. In other words, bundles are temporarily loaded only when an object requests it!
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In other words, you're now able to load all weapons in-game, among other things! I'm messing with a few model replacement mods to see how far this could go. It might be possible that Condemned 2: Bloodshot kept assets in memory when it likely shouldn't have. We'll see.
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I got tired of placing houses manually by the road. So I made a spline tool that strings houses like how they appear in real life Belgrade. There's a 70% chance that the houses will be seperated by gates or garages. #PS1 #ドット絵 #ゲーム制作 #gamedev #pixelart
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