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
Added some small animations and sound effects to the UI

Sound effects are from @kenney.nl's interface sounds pack (kenney.nl/assets/inter...)

#GodotEngine #GameDev #Sound #UI
February 3, 2026 at 11:17 AM
Made the mistake of posting all the cool clips early in the week, so now you get the bloopers on Saturday. Look at this weird grass 😵‍💫

#ScreenshotSaturday #GodotEngine #GameDev #Shader
January 31, 2026 at 9:25 AM
I've used a similar setup now to push away the grass around the character, though I'm not sure how happy I am with it 🤔

#GodotEngine #GameDev #Shader
January 27, 2026 at 8:25 AM
Does anyone know why using the up and down keys change the focus continuously, while using a controller joy-stick or d-pad only moves it once per press (even if you hold it).

Both are the ui_down and ui_up action, so I would expect them to behave the same 🤔

#GodotEngine
January 26, 2026 at 3:55 PM
Don't mind me, just doing some shader magic 🔮

#GodotEngine #Shader #GameDev
January 26, 2026 at 10:25 AM
Been working some more on settings and UI, which are now accessible from the pause menu ⏸️

What are your must have settings for a game?

#ScreenShotSaturday #GodotEngine #GameDev
January 24, 2026 at 4:42 PM
Tried my hand at @heytibo.bsky.social's MultiMesh+ addon (github.com/gtibo/multim...) to paint a bunch of grass and ivy into the level.

While it might take longer than a scatter approach I do like the artistic intent of doing it by hand 🖌️
#GodotEngine #GameDev
January 21, 2026 at 9:57 AM
Updating the cloud shader a bit, testing out distant clouds ☁️😶‍🌫️ ☁️

#GodotEngine #Shader
January 15, 2026 at 10:15 AM
Updated one of my blockout levels with new platform models to see it in use. Definitely need to create some more props and environment pieces to break up the repetition.

#ScreenshotSaturday #GodotEngine #GameDev #Platformer
January 10, 2026 at 9:35 AM
I've simplified the edge detection, where it now only looks if any surrounding pixels are further in depth. The edge then is darkened depending on how much further it is. This leads to a softer overall look that I like.

#ScreenshotSaturday #GodotEngine #GameDev #Shaders
January 3, 2026 at 12:25 PM
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
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
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
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