Magnus Grønningen 🌺
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haffisnatten.bsky.social
Magnus Grønningen 🌺
@haffisnatten.bsky.social
Technical Game Designer & Unreal Generalist | Hobby photographer and expert in not completing creative projects | He/Him

https://www.magnusgd.com/
When you know modern Pokémon can never satisfy you
November 16, 2025 at 12:15 PM
Short trip to Hamburg, some new ink 🪶🌊✨
November 6, 2025 at 9:41 AM
I normally make a list of my 9 favorite albums each year, mostly metal adjacent as you can see.😅 This list is of course subject to change with more albums coming out and me revisiting some from earlier this year, but here are my picks so far. Do you have any recommendations you think I would like? 😃
October 11, 2025 at 7:57 PM
I am so happy we get Red/Green (left for those outside of Norway) government for 4 more years, well done everyone, we did it! 🙌💚❤️
September 8, 2025 at 8:45 PM
Guild Wars 2 also still look fantastic!
August 4, 2025 at 8:20 PM
Nice, made a couple of these types of showroom myself, but not for VFX specifically. I always seem to have to make a nice working space before I actually start working on stuff. 😅
August 4, 2025 at 3:38 PM
It was a nice 3 weeks
July 26, 2025 at 3:29 PM
I am glad the news in my country at least gets it right from time to time, Norways state newspaper(NRK) and Norways largest private paper (VG) both ran the story when it broke.
June 28, 2025 at 9:29 AM
Nice! Update us when you have tinkered a bit and made it homey! 😄 Here is how my Fedora desktop looks atm, got the liquid glass before apple 😎
June 13, 2025 at 7:26 AM
Here is a cute dog from when I worked in office! (Named Biggie like Biggie Smalls)
June 11, 2025 at 6:37 PM
Just out here getting some well needed nostalgia boost.🧡

And Guild Wars always surprises me with how well it holds up every time I go back to revisit it, what a game.
June 3, 2025 at 8:26 PM
An alternative version that also turned out nicely, but we decided that it had a bit too much contrast on the surface and was a bit too dark at the bottom. #VFX #3d #3dart #Blender
May 29, 2025 at 8:51 PM
Had fun making an iceberg illustration for my girlfriend's (@cosmickate.bsky.social) scientific paper today, haven't done traditional 3D art in a while, but it turned out well I think! 😄
May 29, 2025 at 8:47 PM
Wait, you were in Fortnight!? 😱
May 25, 2025 at 6:49 PM
Not had the time to expand too much on my side project, but was able to work a bit on mood & environmental stuff, like snow! 🥶🌨️ #Godot #3dart #3d #gamedev #immersivesim
May 19, 2025 at 9:35 AM
More Montreal shots! 📸
May 6, 2025 at 9:29 PM
First time in Montreal, Canada 🇨🇦 Having a fantastic time, great city
May 3, 2025 at 11:35 PM
Love when assets start getting into the game! 🧑‍🎨 #Gamedev #3DArt #Godot
April 20, 2025 at 12:00 PM
For anyone following my Godot light baking ramblings, the issue was the basic diffuse Blender material, for some reason they will let light in, and create bleeding. So add a new standard Godot material for that material slot or use some form of texture map! There we have it, mystery solved. 😂🫠
April 19, 2025 at 10:29 PM
Aah, I figured it out! I get the light bleeding issues when I use a .glb file directly in my scene and bake! I know we are not supposed to use .glb or .fbx as final meshes in Godot, but never imagined it would create lightmap baking issues. 😱

You live, and you learn, always make it a scene, kids!
April 19, 2025 at 10:11 PM
Thought I had figured out the lightmap issues I had in Godot, but it still seems to pop-up on some assets and not others. Godot seems very inconsistent in its light baking. After changing the back wall material to a different white material and baking, it now suddenly work, looks good now though! 🙌
April 19, 2025 at 9:57 PM
Update for the ones interested, it seems it was mostly the mesh/meshes I was using that created the light baking issues, tried with a new one and the baking is close to perfect!

Still not sure what the issues were on the OG meshes. Will experiment and try to figure out what Godot didn't like.😄
April 17, 2025 at 3:07 PM
Wall thickness is around 20cm, and the walls, ceiling and floor are separate meshes for max texel density per mesh. The bake looks great on very thick blockout meshes, but a bit too thick for any real environment 😅
April 17, 2025 at 11:10 AM
Any Godot 4 wizards out there with some experience with light bleed when using LightmapGI? No matter what I do, I can't get a very clean look. Ramped up LightmapGI settings, increasing the Lightmap Texel density on the meshes, etc. Here I even tried to block the sun, but to no avail. #Godot #Gamedev
April 17, 2025 at 11:06 AM
Late post, but had a great time at
@nordicgamejam.bsky.social this year!

Fantastic talks, and had a blast meeting old and new friends alike.😊 Also participated in the jam over the weekend with my buddy @fjodde.bsky.social, created a simple game around the theme "eat". Itch.ioshorturl.at/QBTbY
April 9, 2025 at 11:32 AM