Froyok (Léna Piquet)
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froyok.fr
Froyok (Léna Piquet)
@froyok.fr
"For those who come after" - Gustave

Aka Lady Bloom. ☀️🇫🇷
Principal Product Manager on Substance 3D Painter. Stay up at night to fiddle with shader stuff.
- https://www.froyok.fr/
- https://mastodon.gamedev.place/@froyok
Pinned
Hi ! 👋
I'm Froyok / Léna Piquet, and I'm a Principal Product Manager working on Substance Painter at Adobe since 2014.

In my spare time I used to play with the Unreal Engine, but now I work on own game engine called Ombre.

I also experiment with shaders and sometimes draw stuff.
Reposted by Froyok (Léna Piquet)
Alright! Let's actually talk about this waterfall thing. It is an amazing showcase of many things that I adore from late 90s/early 2000s graphics.
I am replicating this in Blender through mere observation, so some things might not be fully accurate to the mind-boggling effects of the PS1.
November 22, 2025 at 3:12 AM
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Recent discussion about the perils of doors in gamedev reminded me of a bug caused by a door in a game you may have heard of called "Half Life 2".

I wrote it up over on Mastodon (I find it's better at long threads):
mastodon.gamedev.place/@TomF/115589...
Tom Forsyth (@TomF@mastodon.gamedev.place)
Attached: 1 image Recent discussion about the perils of doors in gamedev reminded me of a bug caused by a door in a game you may heard of called "Half Life 2". Are you sitting comfortably? Then I sha...
mastodon.gamedev.place
November 21, 2025 at 10:00 PM
I don't usually don't talk about my job here, but I'm making an exception because today it's a personal milestone.
I have been working on the new Ribbon Path feature for a good year now and we just released it with the Substance Painter 11.1 update ! I'm quite proud !
www.youtube.com/watch?v=3zgD...
New Ribbon Paths in Substance 3D Painter | Adobe Substance 3D
YouTube video by Adobe Substance 3D
www.youtube.com
November 19, 2025 at 10:41 AM
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happy mint and basil monday !!!
November 17, 2025 at 11:03 PM
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For a fraction of the cost, I can make placeholders for you that are guaranteed to slip through to final build and far beyond.
#indiedev #gamedev #GodotEngine
November 17, 2025 at 8:55 PM
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My twitter is dead. I don’t wanna a burner. All I want is 27K bluski subs
July 31, 2025 at 12:56 PM
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Tiger & canned coffee 🐅
[pastel variant]
November 14, 2025 at 10:18 PM
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"I know what you did last fall"
November 16, 2025 at 3:30 AM
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To reduce the number of ray-marching steps needed to find the surface of our morphs we generate a proxy from the constituent meshes. It must fully enclose the morphed surfaces while remaining as tight as possible to maximize throughput. We want to minimize the red and blue regions in the debug view.
November 14, 2025 at 7:16 PM
Reposted by Froyok (Léna Piquet)
This illustrates the full process of capturing the "Essence" of a mesh to be used in a morph. The distance field is retrieved and then the mesh is projected onto the cube-shaped "screen" in order to pack its surface properties into two cubemaps.
November 4, 2025 at 6:12 PM
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for Abyssal Blade
#pixelart
November 13, 2025 at 8:15 PM
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just got the metrics on the steam machine. turns out its perfect room height and so many different textures will fit.
November 13, 2025 at 1:28 PM
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The Opulence Class prototype has been printed - a few things to fix, supports missing, but woah, it's a beast!

More to come for Overdrive, my upcoming spaceship game planned for 2026!
November 9, 2025 at 3:01 PM
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😌
August 2, 2025 at 10:04 PM
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Łukasz from Wookash Podcast (@gameengineering.bsky.social) has posted a lengthy conversation I recorded with him a few weeks ago:
www.youtube.com/watch?v=2KPU...
It's really awkward for me to watch it so I'll assume it's just confused rambling :)
Dear ImGui | On UI Architecture with Omar Cornut
YouTube video by Wookash Podcast
www.youtube.com
November 8, 2025 at 8:04 PM
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y'ever see my blog post about Max Payne 2's character shadows? got some good Remedy dev scoops in there

www.joewintergreen.com/dev-scoops-m...
July 20, 2025 at 2:10 PM
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Lunar Structure

Worked on this project couple of years ago as a fun little experiment on Blender.
November 8, 2025 at 3:51 PM
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Bonus post to end the week: If you are a graphics programmer do yourself a favor and get a MIDI board. It makes the work way more tactile and fun. Full props to Matt and @aaronmjacobs.com for getting me on the MIDI train. :)
November 7, 2025 at 10:43 PM
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The Godot 2025 showreel is out! We're so grateful for every submission, vote, and support from our community 💙

www.youtube.com/watch?v=7ZwE...
Godot Engine – 2025 Showreel
YouTube video by Godot Engine
www.youtube.com
November 7, 2025 at 4:03 PM
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7DFPS 2025 - JOIN THE JAM - TELL A FRIEND
itch.io/jam/7dfps

#7dfps #gamedev #gamejam #itchio
November 6, 2025 at 12:22 PM
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RGB rendering is founded on lies and perpetuated by misconceptions about the practicality of spectral rendering. My new blog post series describes a spectral GPU path tracer. Part 1 focuses on how to make it work with existing RGB assets.
momentsingraphics.de/SpectralRend...
November 6, 2025 at 6:46 PM
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The experiments with surflets and voxels yielded some cool results, but it became quite obvious that distance fields were the way to go to represent the surface of morph objects (as I alluded to previously). This allowed us to implement some visually neat effects like this twist transition.
November 5, 2025 at 4:41 PM
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New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
November 5, 2025 at 9:15 PM
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If you're looking for a tech artist, you should definitely hire Andrea, she's awesome!
Last week was my last week at Iron Gate - After three years working on Valheim, it's time to start looking for new adventures elsewhere.

If you know someone looking for a kickass Tech Artist/Programmer, hit me up. Happy to work either remote, or on-site in Stockholm.

Portfolio's at dahnberg.se
November 4, 2025 at 9:46 AM