Oliver Franzke
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p1xelcoder.bsky.social
Oliver Franzke
@p1xelcoder.bsky.social
I'm making colored pixels for Double Fine Productions. Lead Programmer of Broken Age. Also worked on Keeper and the remastered versions of Grim, DotT, FT and Monkey Island.
We called these "Lumen Virtual Lights". With MegaLights they probably won't see much use in future projects though. :)
November 12, 2025 at 12:45 PM
That's correct. It works surprisingly well and didn't really degrade performance that much. :)
November 12, 2025 at 12:43 PM
Absolutely!
November 11, 2025 at 8:27 PM
I agree. This is mostly why I didn't stay in academia to come back to the industry. :)
November 11, 2025 at 7:21 PM
I'm glad that my little visualization helped to illustrate how distance fields work. :)
November 11, 2025 at 7:18 PM
I do want to stress though that the morphs in keeper do not use meshing or in other words when objects combine / blend / separate no new mesh is computed for rendering, mostly because it would be prohibitively slow for the resolution we need. I'll talk about how we render the morph surfaces soon.
November 11, 2025 at 7:17 PM
You can see this nicely in this closeup. Notice how the number and orientation of the edges changes on the left side as both meshes are merged.
November 11, 2025 at 7:15 PM
The topology of my madness is a infinitely regressing manifold! Haha.
November 11, 2025 at 8:13 AM
For the implicit surface? This is done using the distance field gradient.
November 10, 2025 at 8:51 PM
Hehe. Clay... the original implicit surface representation. :)
November 10, 2025 at 8:08 PM
Of course implicit surfaces representations have other problem. I'll talk about these issues in the future.
November 10, 2025 at 8:03 PM
Hehe. Indeed. :)
November 10, 2025 at 9:23 AM
Thanks. Yeah I’m planning to talk through a bunch of stuff going forward. :)
November 9, 2025 at 8:33 PM
Here is the sphere filling test I did with the intention to only use it for shadows: bsky.app/profile/p1xe...
Ha! I totally forgot that we did one more morph experiment using space filling spheres (thanks OpenVDB!). I was planning to compute a correspondence set, so that the spheres of the different shapes can move from one to another, but we moved on to another approach. Still looks pretty cool though. :)
November 9, 2025 at 7:14 PM
You are right. In fact our shadows can be leaky at times especially since we are using virtual shadow maps. All in all it works well enough for us. At the beginning I experimented with an alternative representation for shadows but it never worked well enough.
November 9, 2025 at 7:13 PM
Yes we aren’t meshing the iso surface. I was inspired by @iquilezles.bsky.social awesome articles on SDF modeling and wanted to see how far we can push it w/o mesh generation. Turns out pretty far. :)
November 9, 2025 at 7:11 PM
It’s fun! :)
November 9, 2025 at 5:46 PM
And there is some pretty wild fan fiction as well. Haha.
November 9, 2025 at 4:50 PM
It’s actually a game. I’m just sharing some information about some of the tech. :) bsky.app/profile/doub...
🎉 KEEPER HAS AWAKENED 🎉

Watch this brand new launch trailer full of otherworldly eye candy, and then get ready for a reality-bending experience full of surprise, absurdity and delight!

** OUT NOW on Xbox and Steam**
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doublefine.com/games/keeper
November 8, 2025 at 10:31 PM