Matt McDonald
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lordzargon.bsky.social
Matt McDonald
@lordzargon.bsky.social
Rendering performance enthusiast

Principal Tech Artist at nDreams Elevation
Tech Art consulting & outsourcing

Prev: Azra Games, Alta Reality, Maze Theory, Jagex, Totem Arts

Unity, Unreal & others, shaders, VR, Maya, Python, C# et al
Reposted by Matt McDonald
Lmao
July 13, 2025 at 9:12 PM
Why do we stick with just 4 channels for textures? It makes sense for visible images with transparency, but for masks? Sheesh, not built for that.

Why can't we have a n-channel texture format, where we simply have as many we need (up to a point, but more than 4!)? Then I can just call .sample once!
June 18, 2025 at 4:29 PM
My eldest made a card at school for Father's Day.

They were told to write words on the cards that described their Dad/Father figure.

Smack in the middle of my card?

"SARCASTIC"
a cartoon character from the movie wreck it ralph
ALT: a cartoon character from the movie wreck it ralph
media.tenor.com
June 16, 2025 at 1:44 PM
Leathermans are the best fidget toys.
June 11, 2025 at 4:49 PM
This is *so* good. Well worth a read - makes an absolutely solid case for proper color management pipelines and authoring HDR content from the start.

www.alexandermejia.com/from-sdr-to-...
From SDR to ‘Fake HDR’: Mario Kart World on Switch 2 Undermines Modern Display Potential
Nintendo's Switch 2, launched with Mario Kart World, suffers from inadequate HDR implementation despite industry standards. The game qualifies "fake HDR," using SDR-first methods that limit color and ...
www.alexandermejia.com
June 10, 2025 at 4:12 PM
Happy Sleep Token Day!
May 9, 2025 at 11:24 AM
It's as if @garyseconomics.bsky.social knows what he's talking about
April 1, 2025 at 6:42 AM
www.gamesradar.com/games/rpg/da...

HAHAHAHAhHHhahHAHahhAHhahhAHhahAHAa ... *sharp intake of breath* ... HhAHHahHAHhahAHHahhAHHhahHA HahA Ha hAHHahhAH
Days after EA CEO suggests players crave live service guff, Kingdom Come: Deliverance 2 boss says their single-player RPG made all its money back in one day
Amid Dragon Age: The Veilguard underperformance, Andrew Wilson reckoned players seek "shared-world" features
www.gamesradar.com
February 9, 2025 at 8:59 AM
Letterboxed @nytimes.com - apparently 'shit' and 'wank' aren't words.

I have exactly two words which adequately describe my feelings about this, can you guess what they are?
January 31, 2025 at 8:38 PM
Lunchtime #shader shenanigans (hopefully less compression)
January 24, 2025 at 1:22 PM
Reposted by Matt McDonald
I'm back. What's next?

www.youtube.com/watch?v=pgvb...
I'm back. Here's What We're Doing in 2025
YouTube video by Garys Economics
www.youtube.com
December 29, 2024 at 7:08 PM
Reminded today how far we've come, cut my teeth on this - modelling _one vertex at a time_. Some masochistic part of me miss that simplicity.
December 3, 2024 at 7:35 PM
I made a GameBoy LCD shader that also (optionally) supports horrendous environment reflections that make it impossible to see what you're looking it - truly authentic!
November 18, 2024 at 10:11 AM
Reposted by Matt McDonald
📢 IT'S HAPPENING!!!

My next indie game MYTHWRECKED launches on Dec 5th 2024 for Steam, Xbox and Nintendo Switch...

🏝️ Explore a secret island
⚡️ Meet the gods of legend
🔎 Uncover the truth, behind the myth
November 14, 2024 at 6:34 PM
Some ramblings on YCoCg color space:
half4.xyz/index.php/20...
November 13, 2024 at 10:17 AM
Reposted by Matt McDonald
Add more variation to your panning textures by manipulating the UVs for a bulging or pinching effect! This technique is a great way to add more volume and shape to panning textures! #realtimeVFX #UnrealEngine #gamedev`
November 7, 2024 at 3:00 PM
Reposted by Matt McDonald
Hola graphics people! ❤️

I've been meaning to do some write-ups that are hopefully useful, so this first one is about my approach to Order-Independent Transparency.

osor.io/OIT

🙌Super excited to finally release this!🙌

I hope you enjoy it!
November 5, 2024 at 6:34 PM
@coxlin.bsky.social pointed me to these C# things today, sharing!

Exploring Unreal Engine — C++, Blueprints, and UnrealSharp medium.com/@coxlinsblog...
Exploring Unreal Engine — C++, Blueprints, and UnrealSharp
As I have said in the past, I am not a big believer in engine bias. It doesn’t really matter what engine you use, as long as you make a…
medium.com
August 14, 2024 at 8:13 PM
Latest project I'm working on has regular devlogs here:
youtu.be/8d22F44KI74?...

#MetaQuest #PCVR #VR #Unity
Alta: Project 2 - Channel Trailer | April 2024
YouTube video by Alta: Project 2
youtu.be
August 13, 2024 at 1:49 PM
After working on numerous standalone VR titles, I'll collated quite a lot of esoteric knowledge on the platforms with regards to rendering and performance.

There's a lot to digest so I dumped a load of it here:
half4.xyz/index.php/20...
Getting Started with Developing for Mobile VR – half4.xyz
half4.xyz
August 13, 2024 at 1:38 PM
Some old R&D, using custom mip chains to create stylized textures that aim to maintain brush stroke widths.

half4.xyz/index.php/20...
August 13, 2024 at 1:35 PM
I spend too much time thinking about Look Up Tables - here's another one, where I approximate thin film interference:

half4.xyz/index.php/20...

(I need to dig out the source code for this, and re-link it - comment if I forget to!)
August 13, 2024 at 1:32 PM
Working on a character customization system? Here I wrote how to make use of bitmasking so you can dynamically layer up as much clothing as you like, without any nasty clipping.

half4.xyz/index.php/20...
August 13, 2024 at 1:25 PM