Froyok (Léna Piquet)
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froyok.fr
Froyok (Léna Piquet)
@froyok.fr
"For those who come after" - Gustave

Aka Lady Bloom. ☀️🇫🇷
Principal Product Manager on Substance 3D Painter. Stay up at night to fiddle with shader stuff.
- https://www.froyok.fr/
- https://mastodon.gamedev.place/@froyok
Pinned
Hi ! 👋
I'm Froyok / Léna Piquet, and I'm a Principal Product Manager working on Substance Painter at Adobe since 2014.

In my spare time I used to play with the Unreal Engine, but now I work on own game engine called Ombre.

I also experiment with shaders and sometimes draw stuff.
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more shots
October 3, 2025 at 8:25 PM
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big gothic castle in quake from last year. didn't make it for any other reason than I was using it to make new textures and enjoying myself.
October 3, 2025 at 8:19 PM
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"Isometric games don't exist" is a guide with 40 detailed charts about perspective in videogames.

It teaches you everything about isometry and what all the other game perspectives & projections are and how they work.

You can download it for free on my itch page
cyangmou.itch.io/isometric-ga...
February 13, 2026 at 6:30 PM
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🌗halfmoon🌗

halfmoonは死後の世界に行く前の案内所が舞台の短編アドベンチャーゲームです
halfmoon is a short adventure game set in a reception office for the deceased, the final stop before the afterlife.
February 15, 2026 at 11:56 AM
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How Michael Abrash doubled Quake framerate:
fabiensanglard.net/quake_asm_op...
How Michael Abrash doubled Quake framerate
fabiensanglard.net
February 15, 2026 at 3:39 PM
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If you're in need of some character or tech art work, I'm now open for freelance once again

I've got a ton of experience ranging from mobile/VR specs all the way up to AAA cinematic work, so hit me up!
Hey!

Do you need a highly technical character artist with almost 15 years of individual contributor and leadership experience? Looking for someone to wrangle your shaders? Or perhaps you need a person to assemble your character art pipeline?

That's me!

🎨 www.xavierck.com
📫 xavierck.3d@gmail.com
February 14, 2026 at 4:53 PM
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Unreal Tournament 2004 is now available for free.

...well, I mean, you probably could've grabbed a GOG offline installer out the back of a truck earlier, but NOW it's Official/Legally Free and has the in-development community patch packed in for ongoing support. www.oldunreal.com/downloads/ut...
February 13, 2026 at 12:00 AM
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My cover for Steelborn by Taylor J. LaRue.
February 12, 2026 at 1:47 PM
I'm currently debugging what seems like an Nvidia linux driver regression. My shadow volumes are broken in Ombre, either some faces are missing or the actual shadow output is a bit scrambled with vertices going to 0. 🤔
February 12, 2026 at 1:21 PM
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First post on Bluesky 👋

I’ve been quietly building this game for years as a personal project and this past year I pushed some of the hardest tech yet:
✨ Infinite chunk streaming
💡 Per-voxel bounce lighting
⏳ Sand simulation

#gamedev #indiedev #voxel #procedural
February 12, 2026 at 9:36 AM
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This object is a legitimate masterpiece of design
February 8, 2026 at 7:32 PM
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A few more for ya
February 4, 2026 at 7:12 PM
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Edinburgh after dark
February 7, 2026 at 4:38 PM
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How the grey, heavy skies of Half-Life 2 set the scene for a dystopian sci-fi tale: @konstantinosd.bsky.social pays homage to the work of Viktor Antonov in our first article on Skyboxes.

www.eteogames.com/skyboxes-des...
Designing Oppression in the Skies of Half-Life 2
How Half-Life 2 art director Viktor Antonov created skies that were vast, heavy, and deeply moving.
www.eteogames.com
February 5, 2026 at 6:11 PM
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Combining AccumulationDOF and my Lens Flares works well
February 3, 2026 at 11:07 AM
"I made a real PS1 game in 1.5 months (Making of Yume Nikki PS)"
https://www.youtube.com/watch?v=dsA2sQ-rThU
I made a real PS1 game in 1.5 months (Making of Yume Nikki PS)
In this video, you'll learn how I make PS1 games and how Yume Nikki PS (demo) was developed in just 1.5 months.Twitter: https://twitter.com/EliasDalerGame: h...
www.youtube.com
February 3, 2026 at 8:52 AM
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Marcin Zalewski informed me that his blog post on real-time hair rendering using ray tracing is now available:
mmzala.github.io/blog/hair-ge...
This is nice work, in which he compares NVidia's hardware accelerated hair to several alternatives, including Reshetov's Phantom Ray Hair Intersector.
February 2, 2026 at 3:29 PM
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New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs
January 29, 2026 at 12:22 PM
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I had the pleasure of working with [REDACTED] on these 12 portraits over the last few months of 2025, and it was a fantastic technical and artistic challenge.

I have permission to talk about some of the technical process, so I'll post a bit about that below!
February 2, 2026 at 9:17 PM
I have been running Kubuntu at work for a few months now (I'm on Manjaro at home).
Since I installed this machine my audio levels have been quite low (sometimes roughly at 50% despite the system reporting 100%).
Finally fixed it today, I can blast my ears and ignore my colleagues again ! 😄
February 2, 2026 at 8:14 AM
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Check out my quick look at the brand new production quality depth of field method added to UE5-Main over the weekend for Cinematics, AccumulationDOF, I am so excited about this and it works so damn well!

#UE5 #UnrealEngine #GameDev #Cinematics #Cinematography #VFX #TechArt #Rendering
February 2, 2026 at 7:24 AM
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I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming.
graphicrants.blogspot.com/2026/02/nani...
Nanite Tessellation
Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...
graphicrants.blogspot.com
February 2, 2026 at 2:40 AM
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Time to climb! Cairn is available now.

Mount Kami awaits, unconquered.

This is what you trained for: fight for every meter of the climb and rise to the challenge.
January 29, 2026 at 5:03 PM