Stefan Vaskevich (@witnesstodark) header
Stefan Vaskevich (@witnesstodark) profile picture

3D & AI Engineer, YouTube Creator

Thailand
Joined December 2021
Photo by Stefan Vaskevich (@witnesstodark)Photo by Stefan Vaskevich (@witnesstodark)Photo by Stefan Vaskevich (@witnesstodark)Photo by Stefan Vaskevich (@witnesstodark)Photo by Stefan Vaskevich (@witnesstodark)Photo by Stefan Vaskevich (@witnesstodark)Photo by Stefan Vaskevich (@witnesstodark)Photo by Stefan Vaskevich (@witnesstodark)Photo by Stefan Vaskevich (@witnesstodark)
Stefan Vaskevich retweeted
I gave 4 AI models the same challenge: build a Fortnite-style Battle Royale in Unity. Same prompt. Same task. Three stages for creating: single prop → map → full game. youtu.be/ctG8_EAeaXY #AI #GameDev #Unity #Claude #GPT
11
3
64
3,859
Stefan Vaskevich retweeted
New AI rigger that handles hard stuff like skirts, capes, hair and sleeves. It's called TailorRig (SIGGRAPH Asia 2026, from Tencent LIGHTSPEED + Tsinghua). It rigs the body like usual, then adds extra bone chains just for the clothes, and the weights don't leak into parts nearby. Other auto-riggers like MIA and UniRig break exactly on this stuff. Comparison at the end of the video. You can feed it your own skeleton too, so old animations still work. No code yet, the Code button on their page does nothing for now. xxxx0601.github.io/trig
16
70
1
747
24,940
Stefan Vaskevich retweeted
Day 26. Building the game I've dreamed of for 15 years with AI. The game has a bestiary now. Every character you've fought finds its place there, grouped by race. Pick one, and it comes alive right in front of you: you can turn it and look at it from every side. Beside it are its health, damage and attack. The ones you haven't met yet wait in fog behind question marks. Meet someone new, and the fog over them thins away. And when you capture an enemy fortress, its warriors give up their secrets: who they are, where they come from and what skills they have.
Day 25. Building the game I've dreamed of for 15 years with AI. The second level is almost ready. The water changed the most. The rivers look like real forest rivers now: dark and calm, and like a mirror they reflect the banks, the trees and the units walking by. Light ripples run over the surface, and a little foam gathers at the shore. The banks came alive too. Plants of all kinds grow along them, and lily pads rest on the quiet water by the shore, some of them in flower. The whole map is changing bit by bit. Where the ground used to be bare, bushes grow now, and paths wind through the meadows and woods. On your way you can come across quiet little villages with a well in the middle, and old churches: one hides in a forest glade, the other stands right in the middle of the grey Skeleton Lands.
18
5
1
218
8,609
Stefan Vaskevich retweeted
I turned a random Instagram kitty into a multi-part 3D printed model. 45 minutes of modeling. Zero 3D experience needed. @tripoai for the parts. A few basic Blender tools + Claude Code through MCP for the connectors and cleanup. Ready workflow for resin or filament. Full workflow: youtu.be/glk791kkzsM #3DPrinting #TripoAI #Blender3D #AI
11
4
54
3,085
Stefan Vaskevich retweeted
The Best New Local Image-To-3D Model Is Now Available on Apple Silicon Idol, the open-source image-to-splat model from Speridlabs, now has a native MLX port. One picture in, a full 3D Gaussian splat out, running locally on Apple Silicon. Highlights: • About 8.6 GB peak memory, fits 16 GB Macs • No CUDA, uses the original Idol weights • Standard 3DGS .ply output • 32K to 1M Gaussians per object • Local server endpoint included GitHub: github.com/Blaizzy/mlx-vlm
29
35
6
555
30,193
Stefan Vaskevich retweeted
Imagine making a game on a $20 AI subscription and even earning money from it on the App Store. You sent me more than 100 AI games this time. One took a team 5 months, another got a solo dev onto Steam in 3 weeks. Full breakdown: youtu.be/iJ83GYk2BIA
29
28
1
532
35,780
Stefan Vaskevich retweeted
First month. Building the game I've dreamed of for 15 years with AI. Guys, it's finally playable. I made a video about how I got here, from the first fights between primitives to the parts that scared me the most. Then I sit down and play it, and my own game kicks my ass. Full video here: youtu.be/LNfvjmtY0Qk
13
6
2
148
6,425
Stefan Vaskevich retweeted
I created Project0 and hid 7 keys for a $10,000 prize. Two weeks later we sat down with the winner and recorded the full story. All 7 keys. Every clue. Real “Ready Player One” energy. How he actually found them: youtu.be/xGM5R7gkkWE #ProjectZero #EggHunt #AIGame
2
3
1
16
3,276
Stefan Vaskevich retweeted
Video In, Retargeted Mocap Out, All Running Locally Free Windows app by @toyxyz3: pick one of five AI mocap models, clean up the contacts on a timeline and put the motion on your humanoid character. Highlights: • Several people per video • Two or more synced cameras via MAMMA • Foot locking to stop sliding • Mixamo, VRM and PMX characters supported • MIT app code, research-only models GitHub: github.com/toyxyz/toyxyz_RGB…
12
60
1
652
23,777
Stefan Vaskevich retweeted
Finally! Rigged hair cards from a single image. HairDeck (Tsinghua + CMU + CUHK) takes one character image and builds a stylized haircut as separate 3D hair cards, with bone chains already attached. The hair sways when the head turns. Exports to GLB, or straight onto a VRM avatar. Code and weights are open under Apache 2.0. You get geometry and UVs, no textures yet. Local run wants Linux and CUDA. github.com/hyz317/HairDeck
46
645
135
5,268
383,424
Stefan Vaskevich retweeted
Day 25. Building the game I've dreamed of for 15 years with AI. The second level is almost ready. The water changed the most. The rivers look like real forest rivers now: dark and calm, and like a mirror they reflect the banks, the trees and the units walking by. Light ripples run over the surface, and a little foam gathers at the shore. The banks came alive too. Plants of all kinds grow along them, and lily pads rest on the quiet water by the shore, some of them in flower. The whole map is changing bit by bit. Where the ground used to be bare, bushes grow now, and paths wind through the meadows and woods. On your way you can come across quiet little villages with a well in the middle, and old churches: one hides in a forest glade, the other stands right in the middle of the grey Skeleton Lands.
Day 24. Building the game I've dreamed of for 15 years with AI. The game has weather now, and it changes on its own: clear skies give way to rain, and sometimes to a thunderstorm. Light rain is calm. Drops fall over the whole map and ring the rivers, puddles gather on the paths, the ground darkens and shines in places, and the trees lean a little in the wind. A thunderstorm is wilder. The forest bends, the wind tugs harder at the castle flags, thunder rolls and lightning strikes. Lightning can hit a tree and set it alight, and once it burns out it stands black and bare for the rest of the level. Once in a while it hits a unit, yours or the enemy's, and most don't survive it. When the rain passes and the sun comes back, god rays fall from the sky for a little while. The nights are a bit lighter too. The moon lights the map with a soft blue light, and on clear nights its rays come down from the sky as well.
17
10
1
262
20,385
Stefan Vaskevich retweeted
Day 24. Building the game I've dreamed of for 15 years with AI. The game has weather now, and it changes on its own: clear skies give way to rain, and sometimes to a thunderstorm. Light rain is calm. Drops fall over the whole map and ring the rivers, puddles gather on the paths, the ground darkens and shines in places, and the trees lean a little in the wind. A thunderstorm is wilder. The forest bends, the wind tugs harder at the castle flags, thunder rolls and lightning strikes. Lightning can hit a tree and set it alight, and once it burns out it stands black and bare for the rest of the level. Once in a while it hits a unit, yours or the enemy's, and most don't survive it. When the rain passes and the sun comes back, god rays fall from the sky for a little while. The nights are a bit lighter too. The moon lights the map with a soft blue light, and on clear nights its rays come down from the sky as well.
Day 23. Building the game I've dreamed of for 15 years with AI. The first two level is now really playable, from your castle all the way to the victory screen. The land around the roads came alive. There's an abandoned village now: houses round a well, a fenced ploughed field and a scarecrow. And an abandoned church. The tavern sells something new: a hanging lantern for 10 gold. Your General carries it, and at night it throws a soft, flickering yellow light around him. If he falls, the lantern is lost, and you can buy another one. Treasures now lie in new places every game. Behind the church only tombs turn up, since that's the graveyard. And not every treasure pays off: some open empty. Lots of small things changed too. Small groups from enemy castles roam the map, so you can run into them anywhere. Archers walk around buildings to get a clear shot, and in a big fight the back ranks spread out round the enemy's sides and back.
8
3
1
71
16,075
Stefan Vaskevich retweeted
I made a UE 5 game using only free AI in just 4 days. I generated 26 props, created two characters, and got ragdoll physics, checkpoints, and NPCs working. I still had to rig the characters, build the level, and fix bugs myself. Total spent on AI - $0. Full breakdown: youtu.be/UtY2DsOUCjE #UnrealEngine #UE5 #GameDev #FreeAI #3DAI
15
17
4
224
14,722
Stefan Vaskevich retweeted
One person made this FPS with Claude Code in just 3 weeks, demo is already on Steam. Iron Curtain Call by @whaledevstudios looks like a 1930s rubber-hose cartoon drafted into World War III, with ink lines and comic sound effects on every hit.
50
23
7
403
47,797
Stefan Vaskevich retweeted
Kimi K3.1 Pro just dropped. I ran it against DeepSeek 4.1, Gemini 4 and Opus 5.5 on the same hard 3D coding tests. 3D origami, bike assembly from parts, games: pinball, tiny planets — same prompts, same harness. One of the open ones almost matched the best results. Full side-by-side: youtu.be/cxxGMz-YXU0 #KimiK3 #DeepSeek #Gemini4 #Opus5 #OpenSourceAI #3DAI
2
3
48
4,320
Stefan Vaskevich retweeted
Finally, the High-Detail Pass for AI 3D Models Is Open Source Hi3D 1.0 (formerly Sparc3D) refines rough meshes into sharp geometry, guided by the reference image. Highlights: • Works on top of other generators • Close-up comparison vs 8 open models • Geometry only, no textures • Linux + NVIDIA, validated on a 96 GB H20 • Own license: commercial use with conditions GitHub: github.com/hi3d-official/Hi3…
12
16
1
146
9,448
Stefan Vaskevich retweeted
Guys, you can now turn any video into Mixamo animation, free and local 🔥 It's called Motion2MixamoRig. I tested it on a full workflow, from one anime image to an animated 3D character, and it's really good. You still need some cleanup on top, but overall it works great. youtu.be/58UpDAnbdkM
🤖 Made with AI
4
21
3
249
9,870
Stefan Vaskevich retweeted
I reverse engineered an iconic 3D platformer with Opus 5.5 and /rea to make my own game. REA by @morluto pulled the run and jump numbers out of the original game. Claude Code used them as the target for a new game. This is probably best workflow to develop games right now. youtu.be/6MpHBHw30OE
29
6
2
132
9,549
Stefan Vaskevich retweeted
I printed a whole D&D city you can play inside. 148 x 242 cm, four printers, three weeks. What I did not expect was how helpful AI ended up being for the project. Cutting every building into printable parts, writing the step-by-step assembly guides, building me a tool to reprint the pieces that failed. Full story already on YouTube👇 youtu.be/7hJ0wi2nEEA
5
2
79
3,906
Stefan Vaskevich retweeted
Day 23. Building the game I've dreamed of for 15 years with AI. The first two level is now really playable, from your castle all the way to the victory screen. The land around the roads came alive. There's an abandoned village now: houses round a well, a fenced ploughed field and a scarecrow. And an abandoned church. The tavern sells something new: a hanging lantern for 10 gold. Your General carries it, and at night it throws a soft, flickering yellow light around him. If he falls, the lantern is lost, and you can buy another one. Treasures now lie in new places every game. Behind the church only tombs turn up, since that's the graveyard. And not every treasure pays off: some open empty. Lots of small things changed too. Small groups from enemy castles roam the map, so you can run into them anywhere. Archers walk around buildings to get a clear shot, and in a big fight the back ranks spread out round the enemy's sides and back.
Day 22. Building the game I've dreamed of for 15 years with AI. Treasures are in the game now: wooden chests and old tombs. They're hidden away from the roads, in the forests and by ruined villages. A tomb takes the colour of the ground it lies on: mossy green in the grass, grey stone among the rocks. A closed chest glitters with little stars every few seconds, so you notice it between the trees. Send your units to one, and the first to reach it opens it. The chest creaks, the tomb's slab scrapes aside in a puff of dust, and inside there's 10 to 100 gold. The gold took the most tries. At first the heap of coins sank into the ground, then it just faded out. Now it melts away in place with a thin golden edge, and streams of gold rise around the treasure for a second.
10
4
2
103
8,961