Lima
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birchal.bsky.social
Lima
@birchal.bsky.social
Game Developer and Technical Artist | banner by me |

Current project : https://octopodium.itch.io/rangolitico

Art stuff: pedrobirchal.artstation.com
LinkedIn: www.linkedin.com/in/pedro-de-lima-birchal-
GitHub: https://github.com/PedroBirchal
It was a very involved , but fun, process finding an efficient pipeline for creating and animating our 2D characters. I have a more detailed post on subject in my LinkedIn : www.linkedin.com/posts/pedro-...
July 4, 2025 at 10:12 PM
Really liked how these mushrooms in particular turned out. Since lighting is one of the most inportant aspects of environment design in games, and our game has a lot of indoor scenes without a lot of natural light, i got to experiment a lot with alternative sources through VFX and emissive shaders
July 2, 2025 at 7:11 PM
Because we want our environments to look like little dioramas with puzzles, i also implemented triplanar blending, so it looks like resin art water when the player sees it from the sides
July 2, 2025 at 6:52 PM
For the game's first levele, the greenhouse, a big part of the environment design and level design relied on large bodies of water. So i made this custom water shader, using texture distortion, depth sampling, and normal displacement
July 2, 2025 at 6:47 PM
Since Rangolitico's Alpha version is going to be published this week, i'm going to share here some of the cool stuff i was able to make for the project so far
July 2, 2025 at 6:42 PM
Agradeço a todos que vieram, à organização super atenciosa do evento, e, sobretudo, à equipe fenomenal da @octopodiumstudio.bsky.social . Foi uma oportunidade de ouro poder ver a galera curtindo, interagindo e engajando com o projeto, faz valer a pena todo o trabalho duro e todas a noites viradas.
May 31, 2025 at 6:57 PM
4 SFX i produced with Surface shaders in Built in Render Pipeline
September 29, 2024 at 10:11 PM
After a lot of different iterations, i feel like our Combat UI is finally starting to really come together!
September 19, 2024 at 1:18 AM
Shader made for drawing AOE's in our RPG project. It utilizes a single pass for both texture and AOE ,and no alpha blending
September 17, 2024 at 9:39 PM
Exported the new model and created materials for it in unity, and i think that the mixing of normal editing for the face and use of painted normal map for the body fitted very well with the intended aesthetic
September 16, 2024 at 9:17 PM
Simple procedural texture work i did in built in pipeline as an assignment
September 15, 2024 at 9:57 PM
Já da pra fazer careta
September 15, 2024 at 7:50 PM
Agora tem cor 👍
September 14, 2024 at 3:30 AM
Finalizei a retopo do modelo pra entrega de animação avançada. Consegui fazer a edição de normal ficar bem melhor nessa retopo, usar a faca pra melhorar os cortes ajuda pra caramba, apesar de ser fisicamente doloroso pegar a malha inteira de quads e transformar numa coleção de tris
September 13, 2024 at 7:29 PM
Textura procedural de mar com sol que eu fiz, em glsl, enquanto procrastinava pra não ter que produzir um artigo 👍
September 12, 2024 at 1:17 PM
Só 18 jogos japoneses dessa vez
September 9, 2024 at 4:03 PM
As pessoas não tão preparadas pra tomar a green pill

ismy.blue
September 3, 2024 at 10:05 PM