Hauke Thiessen
haukethiessen.bsky.social
Hauke Thiessen
@haukethiessen.bsky.social
Tech Artist @Deck 13, previously Limbic Entertainment
Gamedev Tools Enthusiast
📝 Blog: https://haukethiessen.com/
🖼️ Portfolio: https://www.artstation.com/haukethiessen
Also on Mastodon: @haukethiessen@mastodon.gamedev.place
Waiting for the inevitable Microsoft ad campaign announcing that the upcoming Steam Machines are, in fact, also Xboxes.
November 12, 2025 at 9:28 PM
Most people don't know this, but before he founded a city in the Forgotten Realms, Baldur had a successful restaurant in Germany.
November 5, 2025 at 4:42 PM
Got reminded how important it is to visualize the data you're working with🙈.
The normal map normalization in the Mip Explorer was incorrect, causing deviations of ~10 percent.
Only when I added the option to display the generated mips, I noticed the colors were off and had a reason to investigate...
October 21, 2025 at 9:50 PM
Even though it was released 25 years ago, I still wonder about about the lore of the Legoland game. It's about building Lego theme parks, but set in the world of Lego. So I'm watching Lego minifigures visit a park about Lego.
October 19, 2025 at 6:28 PM
The first step to any impressive optimization work is to really mess up the original implementation.

Originally, my Mip Explorer created the thumbnails for the file browser at the resolution of the original images, creating copies of all textures in all directories visited in the current session😬.
October 19, 2025 at 6:17 PM
One of the biggest flaws of the Mip Explorer was the missing support for tga files, caused by Open CV not supporting that format.
Turns out, it does support it, as long as you read it as a video and extract the first frame of it as an image. Sounds weird, but, hey, as long as it works...
#gamedev
October 7, 2025 at 8:18 PM
New update for the Mip Explorer:
github.com/HaukeThiesse...
There's now a dedicated mode for (tangent space) normal maps which compares normalized vector directions instead of averaged channel diffs. The results aren't that different, but it's just the proper way to deal with them.
#gamedev
September 28, 2025 at 3:07 PM
With the latest update for the Mip Explorer, it now also reads and compares the alpha channels if existent, and can process entire directories, returning the results in a sorted list.
The goal is to turn this from a toy into a tool for actual production.
github.com/HaukeThiesse...
#gamedev
September 14, 2025 at 6:40 PM
Exactly my type of humor. The developers at Epic know better than to allow AI-generated slop in their code base, but Unreal 5.7 will ship with AI code generation tools.
September 12, 2025 at 10:04 PM
The directory scan is coming along nicely. Still need to figure out some issues, but getting there:
September 12, 2025 at 8:31 PM
Starting the weekend with an update for the Mip Explorer: github.com/HaukeThiesse...
- Several bug fixes (3-4, depending on how you count)
- In the Channels mode, the list now actually shows the per-channel differences
- Tooltips for the settings
#gamedev
August 29, 2025 at 8:49 PM
We're getting closer and closer to 2027, and I get the feeling that Human Revolution's ceiling predictions were overly optimistic...
August 15, 2025 at 6:16 AM
I love how optimizing game performance oscillates between replacing the entire second half of the level with a screenshot and digging through compiled shader code to replace divisions with bit shifts.
Both optimizations are done at the same time and in the same project, and both have their place.
August 5, 2025 at 7:27 PM
That's the stupidest sentence I've read in a while.
July 28, 2025 at 10:49 AM
Found a bug in Unreal's static mesh editor: When converting box colliders to convex ones, the resulting colliders don't have the 'Collision Generated' flag and will be deleted upon the next reimport.
Here's my pull request to fix that (only one line🎉):
github.com/EpicGames/Un...
#gamedev
July 2, 2025 at 3:49 PM
Is it just me or is does the pirate on the cover of Sid Meier's Pirates! look like a slightly painted-over Patrick Swayze?
June 17, 2025 at 7:27 PM
I just realized that A Short Hike is the only game (that I know of) where the length of the soundtrack matches the average playtime.
June 15, 2025 at 3:11 PM
Latest fashion upgrade 📍
June 5, 2025 at 6:56 AM
After a longer break I finally started working on my MipExplorer tool again. For now, I only submitted a list displaying the information densities of the mip maps, but the backlog is growing again...😅
github.com/HaukeThiesse...
#gamedev
June 1, 2025 at 7:30 PM
I use my Steam Deck regularly on long train rides, so I'm very aware of how games can impact its battery life🪫.
I looked into ways to improve the energy efficiency of games and wrote a list of helpful techniques (not just for the Steam Deck): www.artstation.com/blogs/hauket...
#gamedev
May 19, 2025 at 9:30 PM
I understand that the implementation of scalability settings is often rushed, but adding a toggle called "Additional optimizations" is just wild😅.
(Found in the otherwise superb Escape Simulator.)
#gamedev
May 19, 2025 at 6:23 AM
#gamedev tip: Whenever you are wondering if your LODs are too aggressive, consider that the visitors in Episode One's pod race were colored Q-Tips. And for basically every object, there's a distance at which it can be replaced with a colored Q-Tip.
May 14, 2025 at 6:23 PM
Started playing It Takes Two again, and was happy to see that Mio and Zoe from #SplitFicton both exist as published authors there🙂.
I'm not sure if this was patched in later or if development on Split Fiction had already begun, but it's a really nice detail.
May 11, 2025 at 8:11 AM
At this point, it feels like a weird in-joke that the Oblivion remaster lets you pay extra for a horse armor😅
April 22, 2025 at 6:32 PM
I don't have much experience with tool development in Python, so my Mip Explorer has become a training ground.
The latest features:
- Plot channels separately, averaged or perceived luminance (automatically decided depending on suffix)
- Automatic dark mode based on your system settings #gamedev
April 21, 2025 at 9:03 PM