James Provan (@james_provan) header
James Provan (@james_provan) profile picture

Software engineer with a penchant for game dev based in Bristol.

Bristol, England
Joined May 2016
Photo by James Provan (@james_provan)Photo by James Provan (@james_provan)Photo by James Provan (@james_provan)Photo by James Provan (@james_provan)Photo by James Provan (@james_provan)Photo by James Provan (@james_provan)Photo by James Provan (@james_provan)Photo by James Provan (@james_provan)Photo by James Provan (@james_provan)Photo by James Provan (@james_provan)
Finally got round to doing the display with OpenGL. Input is also now working. Next up: sound! #chip8 #emulation
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The glacier "Ok" used to be a glacier but lost its status as such in 2014 when it had shrunk too much. This is a brand new memorial shield in its honour. #climatechange
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James Provan retweeted
Squiggly distance fields on mirrored UVs for fast and easy UI decorations. Distance field cutoff can be tweaked separately for borders and center. All one texture, just flipped around a bit. At the start of making @BadNorthGame, UI decoration was a pain, it is now a delight.
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James Provan retweeted
A (very) early example of video game art... Atari's Space Race (1973) did not have a ROM to store data. So half of the rocket shape was stored as an 8x16 diode matrix, which was mirrored to create the full shape. This is plainly visible in the schematic and the circuit board. 🚀
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please share your most embarrassing game dev crimes. Mine: all the scripting in Gone Home is contained in 2 gigantic uScript graphs, bc I didn't know about interlinking many smaller graphs at the time. It's only 2 bc the first one started running too slow to navigate. Your turn.
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Simple yet near-perfectly executed graphical work. I love seeing the results of power-house devs creating their own tech!
Spiderman's graphics: • Water shader is realistic, not overly dramatic • Interiors visible behind windows using shader trick • Impressive cars & pedestrians density and view distance • Perfect volumetric lighting & shadows Congrats for the launch @insomniacgames <3
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James Provan retweeted
Finally getting somewhere with foam and flowmaps. Alright, time to pause and write a small blog post before I forget everything
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Off to Germany for a couple days, working on an exciting project for Ultrahaptics. The 3am pick-up, what with with daylight savings and all, was tough! Time for more sleep...
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Enjoyed the first @TeeandMo episode even more seeing it the second time round. Can't wait to see another. Great to see it finally on the little screen. Good work everyone! @pluginmedia
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Such a coincidence. Just passed by the legend that is @JakBoulton in Bristol Temple Meads station entrance. 5 seconds later and wouldn't have seen each other. Must be fate man!
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Progress on a new prototype of a whodunnit mystery game. Basic character movement and interaction controls coming along nicely, mystery still in development! #madewithunity #gamedev
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James Provan retweeted
"Computers yelling Numberwang at each other" is my absolute favourite description of blockchain.
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We're recruiting! #BristolJobs #Engineering ⇒ Creative Software Developer ⇒ #Haptics #Engineer (Applications) ⇒ Project Manager ⇒ Senior Research Engineer ⇒ #Software #Developer (Applications) ⇒ Software Developer (Scrum Master) buff.ly/2FGmqAT
And a great little Q&A after with Jessica Curry (composer) and Dan Pinchbeck (writer).
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Learn how we maintain the tools that help you deploy to 25+ platforms! on.unity.com/2lTeIe3
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Great first day at Ultrahaptics, everyone was so friendly and engaging. Can't wait to get stuck into some solid work, but first: log into all the things!
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1969: -what're you doing with that 2KB of RAM? -sending people to the moon 2017: -what're you doing with that 1.5GB of RAM? -running Slack
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Nobuo Uematsu the longtime FF series composer in attendance too! Sat under us though so couldn't see him being introduced...