Jani Kahrama
frandsx.bsky.social
Jani Kahrama
@frandsx.bsky.social
Game design, tech art, rocking chair.
Who knows how this will work out, but user levels for Turbo Dismount 2 are made in Unity with our own node system that permits users to make even custom game logic.
Since dogfood is yummy, we make all the levels in the game with the same tools.
#indiegame #gamedev
December 4, 2024 at 6:29 PM
What's everyone's approach to mesh colliders?
For Turbo Dismount 2 we came up with a solution that leverages the neural networks of our artists.

Artists mark convex sub-regions of the mesh with face colors in Blender. The color islands become individual optimized convex hulls.

#indiegame #gamedev
November 29, 2024 at 11:59 AM
Our art pipe is essentially about annotated super-low-poly control cages for subdivision. The artist's responsibility is to model half a cage, mark edges with crease and bevel values, assign face colors, and leave the monkey work to the computer.
November 10, 2024 at 8:39 AM
Introductions!
I’m Jani from Secret Exit, a Finnish indie game studio.

For six years we’ve been developing a game called Turbo Dismount 2.

I feel my best contribution to the project has been the Blender side of our PBR vertex color art pipe.

Node graphs and tech art are of particular interest.
October 20, 2024 at 4:18 PM