Alexis Argyriou (@pr4glik) header
Alexis Argyriou (@pr4glik) profile picture

Chief Creative Officer, Design Consultant. Ex-World Design Director @ Tencent Editorial Team & ex-Ubisoft.

Singapore
Joined May 2014
Photo by Alexis Argyriou (@pr4glik)Photo by Alexis Argyriou (@pr4glik)Photo by Alexis Argyriou (@pr4glik)Photo by Alexis Argyriou (@pr4glik)Photo by Alexis Argyriou (@pr4glik)Photo by Alexis Argyriou (@pr4glik)Photo by Alexis Argyriou (@pr4glik)Photo by Alexis Argyriou (@pr4glik)Photo by Alexis Argyriou (@pr4glik)Photo by Alexis Argyriou (@pr4glik)
I'd wager those squares are all in one single mesh with vertex animation, it's how we did it at Ubisoft. To reproduce this effect in UE5: spawn a flat plane for each light with a Blutility, merge them into one mesh with Modeling tool, add the shader - voilà!
random post about how gta5 manages to render every single light at all times In this frame they render 22,877 tinted squares facing the camera to achieve the lights Theres also 1,402 cone lights that actually light the surrounding LODs (like on near roads) and 57 point lights.
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This is quite disingenuous, you can achieve the same result with no extra verts using vertex painting. If your two top verts are black and the lower ones white, it'll create a gradient that, multiplied with noise, looks exactly like that.
UE5.5+ there're 2 methods of texture painting on Meshes: 1. Vertex: standard (older). Been around for years. Doesn't work on Nanite, needs subdiv (more verts the better). 2. Texture: new method, requires Virtual Texture on. Works on Nanites & not, doesn’t require lot of verts.
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This is insanely cool, anyone knows if that would be possible to achieve in #UnrealEngine ?
伸ばす!残像!ライン生成!アニメーションを魅力的にするスミア表現を簡単に追加できる無料のBlenderアドオン! SMEAR 3dnchu.com/archives/smear/ #b3d #Blender3d #Bnpr
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Oh thanks, but I think that's pretty much the opposite of what this blender tool does? The effect isn't hand drawn, it's fully procedural and controllable in real time from within the editor
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Alexis Argyriou retweeted
New video: How to make a Mover NPC. Also, I found something strange in GASP. Full video in reply #UE5
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Alexis Argyriou retweeted
UE Advent Calendar 2025 の7日目の記事を公開しました! ウィジェット周りをよりスマートかつシンプルに実装できる「UMG Viewmodel」についての解説記事です。 かなり丁寧かつ分かりやすくまとめました! #UE5Study #Qiitaアドカレ tsubasamusu.com/umg-viewmode…
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Alexis Argyriou retweeted
Unreal Editor magnetism🧲 Annotate your meshes with connection points and they become magnetic. Also works with splines etc. Now on sale $9.90 (link in reply) #UE5
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AAA need to stop optimizing for high end. Mass-audience gamers need 60fps stable at 1080p on a 3060. However, the 1080TI is nearly 9 years old and doesn't even support DirectX12... Does it really fit on the right of this graph?!
Percentage of Steam users by GPU performance old.reddit.com/r/pcmasterrac…
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Alexis Argyriou retweeted
Replying to @minhsmind
Everyone overestimates what will happen in the next 3 months and wildly underestimate what will happen in the next 3 years.
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Most devs are putting the improved performance to visual improvements. Wasting 10x faster hardware to visual improvements was great for a while: PS1->PS2->PS3. PS4 already shows diminishing returns and PS5 even more. Should we spend the cycles elsewhere?
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If that's not the pinnacle of endorsements 😍 Don't hesitate to send me a DM if you need more deets, I'd love to do a follow up video on more art/design-oriented optimization tips!
A great talk by @pr4glik from Unreal Fest Bali about performant lighting in UE on various hardware. #uetips youtube.com/watch?v=Q1whHlGJ…
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Nintendo is going to explore making games with shorter development cycles to counter rising development costs 🎮 They're also investing in their development teams to preserve the way they've traditionally made games
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Alexis Argyriou retweeted
People have too inflated sense of what it means to "ask an AI" about something. The AI are language models trained basically by imitation on data from human labelers. Instead of the mysticism of "asking an AI", think of it more as "asking the average data labeler" on the internet. Few caveats apply because e.g. in many domains (e.g. code, math, creative writing) the companies hire skilled data labelers (so think of it as asking them instead), and this is not 100% true when reinforcement learning is involved, though I have an earlier rant on how RLHF is just barely RL, and "actual RL" is still too early and/or constrained to domains that offer easy reward functions (math etc.). But roughly speaking (and today), you're not asking some magical AI. You're asking a human data labeler. Whose average essence was lossily distilled into statistical token tumblers that are LLMs. This can still be super useful ofc ourse. Post triggered by someone suggesting we ask an AI how to run the government etc. TLDR you're not asking an AI, you're asking some mashup spirit of its average data labeler.
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Looks like a relatively grounded sci-fi stylistically, interesting 👌
First Poster for Sci-Fi Feature ‘Penelope of Sparta,’ Inspired by Greek Mythology by Fortiche Studio “For Penelope, high school isn’t a party; it’s war.” Source: variety.com/2024/film/global…
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Alexis Argyriou retweeted
Raid: Shadow Legends dev Plarium acquired by Modern Times Group MTG spent $620 million to buy Plarium and 'significantly accelerate our ambition to build a strong ecosystem that can support gaming companies.' gamedeveloper.com/business/r…
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Alexis Argyriou retweeted
Song of Nunu dev Tequila Works files for insolvency gamedeveloper.com/business/s…
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Alexis Argyriou retweeted
Take-Two has sold Private Division to an undisclosed buyer The mysterious new owner has acquired the rights to most of Private Division's live and unreleased titles gamedeveloper.com/business/t…
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Alexis Argyriou retweeted
The part of @jasonschreier's new Blizzard book where the new CFO who was used to selling soap and diapers was basically like "why can't we just open more foreign factories to make games faster???????" They don't see games as creative endeavors like films, only as PRODUCT.
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Has anyone tried to use Unreal Engine 5, strip it from Lumen/Nanite/TAA/DLSS and force static lighting? I can't imagine the overhead being significant?
> no ray tracing > no real-time global illumination > no TAA > no DLSS > no DLAA > runs at 90 FPS at the equivalent of 4K on a mid-range PC > one of the best looking games of all time (looks even better in-headset)
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Goddamn that's insanely great numbers, good on them!
It Takes Two has sold over 20 million units
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