Elbriga, making Ballistic.exe
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elbriga14.bsky.social
Elbriga, making Ballistic.exe
@elbriga14.bsky.social
🇫🇷 - Senior Technical Artist @kylotonn_games
Wishlist Ballistic.exe https://store.steampowered.com/app/3432980/Ballisticexe/

Formerly @MonochromeParis
. @tandem_game
, Singularity5 VR.
Gabriel de Laubier - Stylized reflection shader breakdown
cyn-prod.com
October 28, 2025 at 9:38 PM
October 28, 2025 at 9:38 PM
It feels okay, but I'm feeling the "addictive game design" fatigue setting in.
It seems that we are figuring out how to make games addictive without making them very deep, innovative or interesting
I fear it will make it more difficult for games that don't rely on a constant dopamine drip
October 27, 2025 at 11:05 AM
That's so true. Most people wouldn't consider that working in a frozen pizza factory or being a private chef are the same job, and yet "game dev" somehow encompasses an equally great range of experiences 😱
October 20, 2025 at 6:13 PM
That's so funny, reminds me of a mechanic we put in Tandem: a Tale of Shadows back in the day, we had these pink cubes that wanted nothing but eat each other to make platforms ! Love this!
October 20, 2025 at 7:57 AM
Hence, some LODs really don't have much polycount difference, but will be displayed differently in the outlines, avoiding noisy / all black detail further in the landscape
October 12, 2025 at 2:38 PM
In Ballistic.exe, LODs are used not so much for performance reasons - but instead to manage the amount of detail present in the outlines.
October 12, 2025 at 2:38 PM
Looks like a great choice, I'll give it a go thank you!
October 12, 2025 at 11:09 AM
And one last example with the vertex info
September 20, 2025 at 1:20 PM