Dylan Browne
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dylanbrowne.bsky.social
Dylan Browne
@dylanbrowne.bsky.social
#UnrealEngine Supervisor / Tech Artist at ModelFarm, Ex #VFX Lighting at Mr.X & Mill Film.
http://imdb.com/name/nm2278940/ He / Him
linktr.ee/dylanbrowne
Finally got around to installing steamos on my 5950x / 7900xtx system , works perfectly! Even with hdr it seems
November 13, 2025 at 9:30 AM
Rewrite of Lens Glint Rings now implemented for the modular layered approach, here's me playing around with 3 layers of Glint Rings with 2 layers of Glints.

#UE5 #UnrealEngine #GameDev #TechArt #Cinematography
November 9, 2025 at 12:46 AM
Got Multiply layers in, already making some funky glints
November 4, 2025 at 8:08 AM
Started initial work on Cinematic Lens Flares v5, beginning with a rewrite of the system to make it possible to layer multiples of the same type of effect with different settings! Here for example with 3 layers of Lens Glints :)
#GameDev #UnrealEngine #UE5 #Cinematics #Cinematography
November 3, 2025 at 8:18 AM
While I'm most known now for my Unreal Engine chops, I'm also fairly seasoned in traditional Feature VFX, so here is my long overdue Feature VFX Reel Update!

As stated before, I'm avaliable from mid Dec!

#VFX #VisualEffects
October 27, 2025 at 12:31 PM
Still looking for a new job! I'm a Tech Artist / Generalist who loves pushing visual side of things, 13 years of #UnrealEngine, Tech Art, Lighting, Lookdev, Env, Cinematics, HLSL, BP, PCG, Niagara, Python as well as a Houdini & Substance skillset

Avaliable mid Dec

#GameDev #VFX #FX #GameArt
October 26, 2025 at 10:12 PM
New in UE5-Main this week, Lumen Irradiance Cache, a probe based lumen mode for lower end devices (its super early!) , compared here with default Hardware Lumen, less occlusion detail & reflections loose out quite a bit but still leagues better than no lumen!
#UnrealEngine #UE5 #GameDev #TechArt
October 26, 2025 at 10:09 AM
Oddly if you go to the commits url for said repos it works fine , but because of this i cannot update my fork to the latest ue5-main from which it is based on.
October 25, 2025 at 11:01 PM
So for the last day or two i cannot access any Unreal Engine github repo page, even repos forked from Unreal Engine are all showing this @github.com
October 25, 2025 at 11:01 PM
Crashowary, my entry for this years #Megajam is now live on itch!
Its a Crash-Like, but you are a Cassowary!
Using some of the latest #UnrealEngine tech, Nanite Foliage, Megalights etc.
Go give it a try!
dylserx.itch.io/crashowary
#GameDev #Houdini
October 25, 2025 at 2:03 AM
Day 8 #Megajam progress,
It's a game! , looking forward to putting some finishing polish & some optimization on it in the morning before making it live!
#UE5 #UnrealEngine #GameDev #IndieDev #Houdini #Crashowary
October 24, 2025 at 12:43 PM
Some behind the scenes of team member / my daughter Alyx doing VO for the game as per usual! I havent done a game jam game without her for 4 years now!
October 23, 2025 at 10:11 AM
Day 7 #Megajam Progress
Starting to polish areas up now, was unhappy with the detail on tops of the cliff pieces so I've jazzed them up a bit!
Working on some traps too!
#UE5 #UnrealEngine #GameDev #Houdini
October 23, 2025 at 9:56 AM
thanks Houdini
October 23, 2025 at 3:57 AM
Day 6 #Megajam progress
Lots of material work for the storm transition
More layout of the sidescrolling section
Rain Niagara system
Lots of Camera fixes (not quite there yet)
Overall shaping up well, aiming to do some cinematics tomorrow evening.
#UE5 #UnrealEngine #GameDev #IndieDev #Houdini
October 22, 2025 at 9:55 AM
Day 5 #Megajam progress
Spent most of todays time on building some cliff pieces, starting to properly implement the sidescrolling transition, started laying out the middle section of the level, a storm is rolling in when you reach here.
#Houdini #UE5 #UnrealEngine #GameDev #IndieDev
October 21, 2025 at 12:08 PM
Day 4 #Megajam progress
Lots of PCG tweaks, higher density grass, pebbles etc
New procedural #Houdini hole geo
Smoothed player rotation
Implemented Apples!
#UE5 #UnrealEngine #GameDev #IndieDev
October 20, 2025 at 9:51 AM
Something to be said about exporting your terrain back to Houdini to generate some sick hole / cliff geometry
#UnrealEngine #UE5 #GameDev #GameJam #IndieDev #Megajam #Houdini
October 19, 2025 at 11:30 AM
Day Three #Megajam Progress
First pass on some sounds, implemented checkpoints, camera system closer to Crash 2, death states and quick first design pass of the first half of the level.
Starting to feel like a game now!
#UnrealEngine #UE5 #GameDev #GameJam #IndieDev
October 19, 2025 at 6:49 AM
Day Two #Megajam progress
Spent morning implementing Box logic
then afternoon on art for a change of pace.
Very satisfying day.
#UE5 #GameDev #UnrealEngine #GameJam
October 18, 2025 at 8:03 AM
Immensley satisfying to have working box destruction
#megajam #GameDev #Unrealengine #GameJam
October 17, 2025 at 11:40 PM
#Megajam Day 1
Migrated over Cazza The Cassowary, implemented a janky double jump, and re made my old camera system to be more like OG crash games.
Goal for tomorrow is to implement boxes, start on some enemies.
#GameDev #UnrealEngine #GameJam
October 17, 2025 at 11:44 AM
Everyone should go see Beast of War!
Some familiar names here :P
October 11, 2025 at 9:33 AM
Everyone meet Cazza
This kinda evolved out of me saying I couldnt make a cassowary, and then ending up making one in a few hours.
Thanks to @rosanthwyn.online for rigging it and chuking in a couple of quick anims
#GameDev #UnrealEngine
October 5, 2025 at 4:56 AM
Hmm, needs more UDIMs
October 3, 2025 at 12:19 PM