thomas "noio" 🏔️ vandenberg
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noio.games
thomas "noio" 🏔️ vandenberg
@noio.games
he makes games, including:
🏰 Kingdom: New Lands
🌱 Cloud Gardens
🍕 Pizza Possum
this kind of low poly pixel art always looks EVEN CRISPIER with the wireframe on
December 9, 2025 at 4:35 PM
without the right equipment, you will get stuck
December 6, 2025 at 9:35 AM
some obstacles can't just be rammed..
December 4, 2025 at 4:44 PM
the asset zoo is getting too big
December 2, 2025 at 4:35 PM
my partner thinks i have a pathological need to answer every email I get.

maybe.

I'll often spend time writing novice devs asking for advice..
(i should be writing code instead, I guess?)

but maybe it's some kind of therapy for me as well
November 29, 2025 at 9:35 AM
the art style of GARBAGE COUNTRY is really flat. With limited palette textures, and cell shading.

so I'm often tempted to add a little bit of AO, to subtly pull objects apart

and every time i rediscover that it messes up the particles, which SHOULD be flat (to blend together)
November 27, 2025 at 4:44 PM
haha, tried to add some recoil.. not how that works, apparently.
November 25, 2025 at 4:35 PM
When returning to an older Unity project, ever have that feeling of
"how does this work again?"
"which scene do I open?"
"where does the content live?!"

I did fresh collaborators — and my future self — a favor by adding a little "welcome screen" to the Unity project.
November 22, 2025 at 9:35 AM
when building a game, you just keep on developing internal tools..
you think you won't need them and then later you do.

In this case: I needed to inspect how different terrain textures
influence grip and other driving behavior..
November 20, 2025 at 4:44 PM
procedural generation is nice and all,
but then you also have to go and procedurally generate audio..

so now I'm clustering tree instances to set emitter locations!

(learned about DBSCAN in the process!)
November 18, 2025 at 4:35 PM
truly the platonic ideal of a scene list
November 15, 2025 at 9:35 AM
Looked at the Cloud Gardens project for reference..

Saw I have one Game component that links to (mostly) everything in the game.

CUTE, THAT'S IT?!!? THAT'S THE ENTIRE GAME!?

Garbage Country is SO much bigger already! 🥹
November 13, 2025 at 4:44 PM
realized my "simple" AudioZone implementation needs HOLES

the hardest thing was updating the Inspector/Scene drawing,
and *drawing* those holes.. (so, NOT drawing them..)

but with some stencil buffer magic: voila.
November 11, 2025 at 4:35 PM
I stopped using OdinInspector cuz it's mixing data & presentation too much.
like 5 simple [SerializeField]s become a wall of code

So I went back to vanilla [CustomEditor] IMGUI (not even UITK)

BUT I see now that Rider has deep integration with Odin! So I’m tempted again
November 8, 2025 at 9:35 AM
left this meme on the shelf to ripen for a couple months but here you go

"just make it exist first"
November 6, 2025 at 4:44 PM
I — too — love making trees!

(sometimes I think: is *this* game really the best vessel for me just making a bunch of trees?! what game should I have made that's just about me making a bunch of trees for a year..?)
November 4, 2025 at 4:37 PM
don't worry about being good at concept art,

these tiny sketches are all I use, but they help me so much when going into Blender
November 4, 2025 at 4:35 PM
hire me to design manhole covers
October 30, 2025 at 4:44 PM
thanks, past me
October 28, 2025 at 4:35 PM
this made me quite nostalgic
October 23, 2025 at 3:44 PM
🤔
October 21, 2025 at 3:35 PM
I'm not using this greeble texture as much as I thought I would, for final models.

but it's GREAT for blocking things out!

#pixelart
October 16, 2025 at 3:44 PM
question:

what is happening in our MONKEY ASS BRAINS that makes pick-up-able items so YUMMY?
October 14, 2025 at 3:35 PM
using Pixel Unwrapper to quickly unwrap an object! Ready for pixel art in less than a minute!
October 9, 2025 at 3:44 PM
have to show this off real quick cause i'm quite proud of it!

I built on top of Unity Splines for easier+faster editing

🪄 Shift click inserts points on closest segment
🗻 Moving snaps to ground
💁🏻‍♂️ but height of each point can be adjusted by holding CMD

with SplineMesher's "conforming" it's a dream!
October 7, 2025 at 3:35 PM