he/him 🏳️🌈
i used to make little stop motion animations when I was like 9 using a terrible webcam + some clay + remember my dad bought me a book on like techniques of animation. all these years later I'm getting to apply them
lil running fellow!
#gamedev #indiedev #unity3d
playing w/ my DIY vertex weighting system for animation,
easy to grab + stretch parts of model, no complex heirarchy of bones, each limb can have a min/max range of motion defined by me
look at him go :D
#gamedev #indiedev #indiegamedev #unity3d
playing w/ my DIY vertex weighting system for animation,
easy to grab + stretch parts of model, no complex heirarchy of bones, each limb can have a min/max range of motion defined by me
look at him go :D
#gamedev #indiedev #indiegamedev #unity3d
used vertex colour to create a weight system + use RGB channels as alpha in lerps to transform positions of verts w/ the shader
can set min/max positions for each part + move w/ friendly sliders
#gamedev #indiedev #unity3d
taking a portion of the tex atlas from VRAM + scrolling within its own tile, or tiling only that portion not the whole thing, was a ball ache
its silly + complicated + there are far easier ways to do this stuff but I'm having FUN
#gamedev #indiedev #unity3d
there are far easier ways to go about this, but it's been SO much fun recreating stuff like this but with the added benefit of modern tools
#gamedev #indiedev #unity3d
pretty much finished (apart from "options" menu)
idk if anyone is interested in a deeper dive on how it's put together in one shader?
ps: i will always maintain that subtractive fading out/in looks better than a smooth even lerp.
#gamedev #indiedev #unity3d #UI
framebuffer feedback fx!
One of the best fx on the PS1 used in battle transitions, entering levels in Crash 3, fake motion blur in MGS etc.
it's not perfect yet but I LIKE IT
#gamedev #indiedev #unity3d #ps1
now done entirely inside 1 shader. a script reads controller input and sends values.
all sub menus, cursors, FX, and dynamic BG are actually a complex bunch of UV manipulations on ONE texture atlas, all blended together in different ways!
#gamedev #indiedev #unity3d
#ArchitecturalIllustration
#Pencil #drawing
#ArtShare
#ArchitecturalIllustration
#Pencil #drawing
#ArtShare
still fitting into the texture atlas, but no longer using uniform squares
trying a holistic approach, diff sizes based on how detailed texs are, how close they will get to the cam, etc
#gamedev #indiedev #unity3d
1 flat plane (4 verts, 2 tris), parallax map offsets stone tex to appear deep below the surface tex. distortion on the surface is also applied to the stone, offset by the PM to the same depth
then blending in various ways to put it all together :D
#gamedev #indiedev #unity3d
all done with @amplifycreations.bsky.social ❤️
slightly longer video BUT it's got captions and pictures to explain stuff, and I think it's p cool
(i swear I'll stop banging on about POM soon but it's been SO much fun to play with)
#gamedev #indiedev #unity3d #shaders
all done with @amplifycreations.bsky.social ❤️
slightly longer video BUT it's got captions and pictures to explain stuff, and I think it's p cool
(i swear I'll stop banging on about POM soon but it's been SO much fun to play with)
#gamedev #indiedev #unity3d #shaders
obsessed by this. so many possibilities even without the complex fiddly fake 3d w/ occlusion mapping, just a simple flat plane w/ textures.
BGs are from Rayman 1!
music is a lil sketch I was messing around with this afternoon!
#gamedev #indiegamedev #unity3d #PARALLAX
obsessed by this. so many possibilities even without the complex fiddly fake 3d w/ occlusion mapping, just a simple flat plane w/ textures.
BGs are from Rayman 1!
music is a lil sketch I was messing around with this afternoon!
#gamedev #indiegamedev #unity3d #PARALLAX
+ some spooky music I threw together in 5 mins
#gamedev #indiedev #unity3d #PS1
It’s not been the best
But I’m alive! Hello!
Is anyone still there?
It’s not been the best
But I’m alive! Hello!
Is anyone still there?
Hillys City.
Developed by Ubisoft Pictures.
Hillys City.
Developed by Ubisoft Pictures.