Synth Component
synthcomponent.itch.io
Synth Component
@synthcomponent.itch.io
Thirty – ⁿ years on Earth.
Gay-married
Metal artist (sculpture + music)
Game freak
Makes/breaks stuff; sometimes with fire
Unrelated to anything I usually post, but last night was the weekly date night with Mrs. synth. Usually we go to a micro theater and watch a weird little film, but last night we went to Alamo Drafthouse to see the new Chainsaw Man: Reze Arc movie, and then went uptown to see a silly 2013 witch film.
October 29, 2025 at 3:11 PM
Been a minute. Project is being held up by not really having the time to draw, model or animate. It's not all gloom though. I've been playing around with shader coding, making little transitions for the menus and other bits that could look more stylish. #gamedev
October 29, 2025 at 11:43 AM
Completely redid my game's directories over the week, as I'm gearing up for godot-rust implementation. Long story, but I started worrying that how I wanted to handle lod switching and npc procgen and spawning would be very unsafe over c# with all the other systems going on at the same time. #godot
October 11, 2025 at 4:36 AM
Whew! Randomly got a bit of coding inspiration at work on Sunday, which led to a google docs mockup of a weather simulation system that is roughly stable in my IDE. I still need to code a calendar handler and a method to randomly constrain temperature to a modeled curve #gamedev
October 1, 2025 at 12:42 AM
I've gorged myself on pose reference and art books for much of this last week. I also started sketching pretty heavily. Figuring out some character designs while also brushing up on my anatomy studies (I'm really out of practice with a pencil)
September 24, 2025 at 8:44 PM
Been using the smooth corrective modifier on the entirety of the Heir's base mesh. So far his butt has some decent topology, but everywhere else is entirely too low poly to benefit. So I tried looping every edge that worked back there to the torso and limbs, but now there's way too many in the legs.
September 17, 2025 at 2:52 PM
#gamedev | massive pushes towards progress in just two days: multiple—but rough—frameworks for a player state machine (separate ones for exploration and combat), an extendable script that juggles between multiple cameras and activates only the one connected to an Area3D the player has entered,
September 10, 2025 at 2:21 PM
I've been thinking a lot lately about the abstracted nature of dice rolls in #rpg video games and whether they're actually a fun method of figuring fail/pass states or not. Physically rolling dice is fun, it's also play. Pressing a button and having a random number generated isn't so much. #gamedev
September 5, 2025 at 4:00 PM
Spent a couple of hours earlier converting a full body mesh that was originally going to be androgynous and would use deform sliders to make it look masc or fem into the unique body for one of my male protags. I started to get sad while flattening his dude ass, so he's just going to have a fattie
September 3, 2025 at 5:32 AM
I've been reading a lot of design and illustration textbooks, just trying to find something that could speed up the time it takes to go from concept art → prototype ready mesh. Nothing much yet. But I have made a decision on how I'm going to implement character creation in the finished game: 1/
September 3, 2025 at 5:24 AM
As much as I wanted I wasn't able to get much done over my Mon–Tue weekend. Played around with async methods and await on different ToSignal arguments, all within the _process class (which I think was a mistake for my particular need).
August 13, 2025 at 3:11 PM
What a great time to #IndieDev a computer game that has nudity and queer sexuality in it, huh? We live in such a shitty timeline. If my game was instead a movie or streaming show, it'd have a rating of R, or TV-MA. 1/
Can you spare a minute to help this campaign?
Tell MasterCard, Visa & Activist Groups: Stop Controlling What We Can Watch, Read, or Play
www.change.org
July 29, 2025 at 4:49 AM
Slowly getting the hang of translating gdscript into comparable c#. I've committed myself to use gdscript only for the simplest of tasks where optimization and/or compiling speed is not an important factor. 1/
July 24, 2025 at 3:43 AM
The day job and heat has been kicking me in the teeth lately. Haven't had a whole lot of time to devote to game dev. But today I made some real fucking progress! Loading screens with a nifty little 3D spinner, a Diablo-like HUD for the 2D fighting scenes, a couple of other little QoL things
June 24, 2025 at 11:55 PM
Codenames for now, as final titles are TBD; but as of now there's two very different projects in the preproduction pipeline:

LONGCASTLE, a fixed-camera, Metroidvanian immersive sim with 2D fighting game combat.

ACADEMY, a visual novel and turn-based dungeon crawler with hack-n-slash influences.
May 29, 2025 at 12:07 AM
Hey, you can call me synth, or comp, or whatever. I'm a 31 yo artist with a BFA and a very boring $20/hour day job. Due to said job I started developing a game. A fixed-camera, Metroidvanian immersive sim, with solid 2d fighting game combat, and dumb mini-games peppered throughout it. 1/5
May 28, 2025 at 6:06 PM