Kelvin van Hoorn
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kelvinvanhoorn.com
Kelvin van Hoorn
@kelvinvanhoorn.com
Experienced Technical Artist 🧙
MSc. of Applied Physics 🧲
Working on something 👀
Loves stylized rendering 🖌️

Portfolio/Website: http://kelvinvanhoorn.com
#GameDev #Godot #Shader #Unity #VFX
#TechArt #TechArtist
Been working on the look of terrain and platforms, currently using a grid map setup. While it allows me to make blocky terrain of any shape, I'm not sure yet if it is an efficient way of making maps (both time and performance) 🤔

Does anyone have experience with gridmaps?
#GodotEngine #GameDev
December 30, 2025 at 11:14 AM
Have some screenshots for if Bluesky's video compression makes it illegible.
December 27, 2025 at 9:03 AM
After some shader wrangling and trying to get grips on the compositor I now have an anisotropic Kuwahara filter based Depth of Field effect (that's a mouth full 😳)

I hope it's not too compressed in the video 🫣
#GodotEngine #Shader #GameDev #PostProcessing
December 27, 2025 at 9:03 AM
Please send help 🫣
December 23, 2025 at 11:56 AM
That moment when you're working on some shader and accidentally enter the matrix 😎

#GodotEngine #Shader
December 23, 2025 at 9:14 AM
I'm new to level design, but creating small alternative paths of traversal has been the best part by far.

#GodotEngine #GameDev #Platformer
December 22, 2025 at 9:29 AM
I told myself I wouldn't look into edge detection for this project, as it always becomes a rabbit hole... anyways 🐇

#GodotEngine #GameDev #Shader
December 20, 2025 at 9:02 AM
For this Saturday I greyboxed a level. Having an actual level is great for finding pain points in your game and learning how to design around them.

#ScreenshotSaturday #GodotEngine #Greybox #LevelDesign #GameDev
December 13, 2025 at 9:20 AM
Pretty happy with my new guided camera.

In the video below all camera movement is automatic, no input from me.

It primarily works through constraints with dead-zones and exponential decay.

#ScreenshotSaturday #GodotEngine #GameDev #Platformer
December 6, 2025 at 9:01 AM
After the ground moves I've now implement air moves! They can now plunge down and air dive in any direction out of it. She also bonks her head if diving into it 🤕

#ScreenshotSaturday #GodotEngine #GameDev #Platformer
November 29, 2025 at 9:54 AM
Draw me like one of your placeholder glide poses 😅
November 25, 2025 at 1:08 PM
When crouching while running you now "glide" (ground slide), giving a small speed boost and allowing you to duck under things.

Difference with the slide is that a slide is forced by (the slope of) the surface, while glide is controlled by your input.

#GodotEngine #GameDev #Platformer
November 25, 2025 at 10:22 AM
Don't get motion sick, as the slides can go both up and down 🥴

Still need to do some bug fixes, but they can now slide down slopes and objects on the "slide" layer.

#ScreenshotSaturday #GodotEngine #GameDev #Platformer
November 22, 2025 at 10:51 AM
Rewrote the player controller to handle custom gravity. Not that the game is set in space or anything, but in fantasy anything is possible 🧙‍♂️

Now I only need to make some galaxy-brain level designs 🪐🤯

#GodotEngine #GameDev #Platformer
November 20, 2025 at 9:15 AM
Implemented crouching this week, including a long jump and high jump 🦵

Don't mind that the character is clipping, I need to get back to rigging + animation at some point 😩

#ScreenshotSaturday #GodotEngine #GameDev #Platformer
November 15, 2025 at 9:16 AM
They see me rolling 😎

#godotengine #gamedev #platformer
November 11, 2025 at 2:05 PM
🟣 rigidbody goes brrrrr

I'm doing important gamedev stuff I swear 😩

#godotengine #physics
November 10, 2025 at 2:10 PM
Made a little test level to try out different platforming mechanics, and see which ones break 😅

#screenshotsaturday #godotengine
November 8, 2025 at 4:04 PM
Some blue skies for BlueSky on this #screenshotsaturday

Working on the look of distant clouds 🌥️
The main problem is not having access to the ambient light or skybox itself in the cloud shader.

#godotengine #sky #shader
November 1, 2025 at 12:13 PM
There is still more that can be done to improve the deformation. But I'm satisfied for now.
October 29, 2025 at 2:28 PM
In the end it was bone count per vertex. A lot of model cleanup, rigging and weight painting later it is starting to look nice.

Why did I ever decide to give them loose clothing 😫
October 29, 2025 at 2:28 PM
Okay there is a difference, as the export "apply modifiers" doesn't apply the armature.
October 27, 2025 at 8:21 AM
There is also a discrepency between my pose in Blender and Godot that I haven't figured out yet 🤔
October 25, 2025 at 10:12 AM
Making progress on the character modelling, though there is definitely still a lot of tweaking and rigging left.

#screenshotsaturday #GodotEngine #Blender
October 25, 2025 at 10:12 AM
Me, when drawing a turnaround. I spent equal effort on all viewing angles 😅
October 22, 2025 at 11:14 AM