Artyom
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ahck.bsky.social
Artyom
@ahck.bsky.social
Senior programmer at Brace Yourself Games. Making UIs and systems on Phantom Brigade.

Over 10 years of experience wearing hats including tech art, gameplay programming, tool dev, UI, VFX and env. art. Vancouver, Canada. He/Him.

🌐 https://art-z.dev
More tests with my SDF widgets. The entire setup is one component type repeated with different settings. "Out of focus" bits are shapes with rounding and outer glow matched to base color (so outer glow can be used as pseudo-blur). Super happy with the setup, can't wait to make some UIs with this!
February 28, 2025 at 9:46 AM
Tried a quick project implementing SDF based vector widgets into our fork of NGUI (got really tired of making raster sprites with baked shadows, corners and other bits). Super fun! Huge thanks to @iquilezles.bsky.social, his articles and samples are an absolute wealth of info on this subject!
February 28, 2025 at 6:13 AM
Back in 2014, the Material Design guidelines were just released and I was very into their aesthetic. I built high perf. pixel perfect replica of the beautiful shadows seen in the Google docs for Unity NGUI. I later found out that the guideline images were Illustrator mockups and weren't real time. 😅
October 26, 2024 at 9:20 AM
The environment was fully walkable and it was oddly satisfying to climb kilometers of strange staircases and questionably designed bridges to reach objectives. Skydiving the other way was also pretty fun. I built some neat stylized FUIs supporting the experience, will post more videos a bit later.
October 26, 2024 at 3:29 AM
Replays in PB also aided with QA (for catching some anim. bugs), were indispensable for creating trailers and allowed players to rewatch exciting moments from multiple angles. They are lossy due to memory limitations and perf. considerations, but I'm still pretty happy with them!
#gamedev #indiedev
October 17, 2024 at 10:32 PM
One of my favorite features in PB: last turn replay. With everyone moving and firing at the same time, it's easy to miss important events. The game records all particles, physics and state changes, allowing you to scrub through the completed turn with a video player inspired UI.
#gamedev #indiedev
October 17, 2024 at 10:26 PM
Another clip of a Phantom Brigade boss fight to follow up the previous post. Those spider mechs had a bunch of different modular shapes: this one is covered by heavy shields and gets faster the more of those shields you destroy.

#gamedev #indiedev
October 2, 2024 at 7:58 PM
Boss fights are my favorite recent addition to Phantom Brigade. It was very fun to iterate on the behavior of these giant units and the different UIs visualizing their attacks. It's surprisingly satisfying to counter attacks straight out of RT action game w. turn-based timeline.

#gamedev #indiedev
October 2, 2024 at 7:53 PM
Stumbled upon videos from my old gamejam project. Inspired by the baserunners in Homeworld: Deserts of Kharak. You control one giant vehicle with a ton of abilities and try to survive. Indirect controls ala ship sims, physics on all units, ability to pause at any time. Fun times!
#gamedev #indiegame
September 27, 2024 at 11:31 PM