Matt
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hymynameismatt.bsky.social
Matt
@hymynameismatt.bsky.social
Vernal Edge, Pseudoregalia, The Big Catch
He/Him
November 29, 2025 at 5:52 AM
Select all > Mesh > Normals > Reset Vectors
November 13, 2025 at 11:39 PM
I know how to fix this it's just obnoxious that blender will spit out these nasty ass normals so often.
November 13, 2025 at 8:33 PM
"Ah I think there was a room in FF12 like the one I'm envisioning now, I should go get some screenshots so I have reference for my current scene."

The FF12 titlescreen preparing to kill me:
October 6, 2025 at 6:50 PM
Who is she...
October 6, 2025 at 4:06 AM
:)
September 12, 2025 at 5:42 PM
Like 3/4 of this time is me pointing at something then drawing in my sketchbook.
September 11, 2025 at 10:23 PM
Sounds like an exciting place to explore, combining my love of good sewer levels and stylistic cyberpunk cities!
August 21, 2025 at 12:02 AM
Who else is hand modeling low poly levels? I've got cabin fever and wanna see what people have been up to.
August 20, 2025 at 7:24 PM
A little sad I was busy and didn't contribute much to the last Big Catch demo that was at an event. Looking forward to getting to talk about work I've done for the game whenever it comes out. It's been an enlightening learning experience!

(This scene isn't done yet :> )
August 15, 2025 at 7:46 AM
That intersection of polygons is just incredibly cursed, it's the kind of thing I actively try and avoid when working on my job.
August 6, 2025 at 6:47 PM
Fuck this corner tbh
August 6, 2025 at 6:06 AM
He craves your pizza crusts.

We've been making a lot of progress on our astronaut game and want to wait till things looks more finalized before sharing. Maybe we'll even pick a name for it soon!

(Model/Design by @menacingmarsh.bsky.social)
(Animation by @hayd-n.bsky.social)
August 4, 2025 at 12:10 AM
I fuckin love Sydney so much. Every conversation someone has with this guy is jammed full of meaning and manipulation, but his intentions and how noble they may or may not be is tricky to pin down.
July 28, 2025 at 7:42 AM
Tonight's a fun one for random bullshit level design
July 14, 2025 at 6:49 AM
It's that time of year again
July 4, 2025 at 5:46 PM
We've made progress!
June 16, 2025 at 2:35 AM
Fellas, its time to make another triplanar shader on a new project.
June 15, 2025 at 4:22 AM
INSTEAD OF READING UNINFORMED ENGAGEMENT BAIT ARTICLES READ THESE INSTEAD

rexzakel.wordpress.com/2024/09/09/t...

www.patreon.com/posts/124359...

I don't 100% lean towards any of these sentiments, but these are written by people who actually consider the design of an option in a game.
May 27, 2025 at 8:45 PM
Remembering fondly that I was indeed a pixel artist at one point.
April 30, 2025 at 8:42 PM
We added a little upwards impulse when you attack in the air so I had to set up this platforming sequence.

#gamedev #indiedev
April 29, 2025 at 4:11 AM
Devious first enemies...
April 26, 2025 at 12:16 AM
We're trying some very funny stuff with how the game controls.
April 23, 2025 at 8:53 AM
I hate that I made this
April 20, 2025 at 7:09 AM
Switched over to a new lighting plugin and I've been making us a set of emissive shaders so the game can run unlit! It's nothing revolutionary but the game should look half decent now before people do time consuming passes on lighting.
April 16, 2025 at 2:39 AM