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perpetualpilot.bsky.social
Jet
@perpetualpilot.bsky.social
nihowdy / game dev MFA @ SCAD
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https://jetni.carrd.co/
09/12

our beautiful corner setup has been a group effort with everyone touching the lights/post-processing/set dressing at various points
February 10, 2026 at 9:43 PM
08/12

making sure the jars/potion bottles were properly setup took a lot of time to do right, as there needed to be 3 different material slots had to be carried through from blender to substance to UE5

the glass material was further tweaked in UE5 for fresneling
February 10, 2026 at 9:43 PM
07/12

I also modeled + texturing various jars/potion bottles but went a bit overboard future-proofing by creating versions where the jar glass/topper/liquid meshes & textures are combined and then also separated in case we want to have just the jar meshes to house non-liquid stuff
February 10, 2026 at 9:43 PM
06/12

we started putting together a little scene for a beautiful corner but as you can see, the lighting/coloring still looks muddy and off so we are messing with the tone mapping/lighting to try to get that more flat style
February 10, 2026 at 9:43 PM
05/12

additional texturing updates from last dev logs models

we are really trying to make our game look like how the substance texturing looks when it's just the base color layer, but it's been an ongoing process of figuring out the UE5 settings for that
February 10, 2026 at 9:43 PM
04/12

after some practice sessions, we settled on the general flats style with some AO and lighting/gradient overlays as the main texturing direction, though we are still fine tuning this

the tub from last sprint as an example (with some model tweaks)
February 10, 2026 at 9:43 PM
03/12
shortly after this sprint started, the members of our team + others participated in the 2026 global game jam, one of the props I made was a masking tape gun and we liked how the texturing looked when it was shaded with just basic flats, so we decided to explore that for R2W art style
February 10, 2026 at 9:43 PM
02/12

one of the big challenges of this sprint was trying to nail down a cohesive texturing style for all the artists on our team to follow that was doable within our scope/timeline, we ended up losing time exploring various options that all kind of flopped for different reasons
February 10, 2026 at 9:43 PM
01/12

starting off, I took on the role of Scrum Master this cycle so the first task I set for myself is re-organizing the scrum sheet layout to something that makes more sense to me/the team this mostly involved separating sections for each person rather than by the overarching deliverable
February 10, 2026 at 9:43 PM
🧵"Rags to Witches" Dev Logs: Sprint 02 🧵

*part of ongoing game dev process for
@dmawdev.bsky.social's production class 🫡

**follow our studio!
@ghotigames.bsky.social

#gamedev #indiedev
February 10, 2026 at 9:43 PM
👹just noticed the first post with the rags to witches logo is messed up because bluesky doesn't fully support transparent pngs
January 29, 2026 at 4:41 PM
11/14

lastly i put together and edited our sprint updates presentation for class with the help of each member of our studio 🌟
January 29, 2026 at 6:56 AM
10/14

baggage tub! you know, the thing you put your stuff into when you have to maybe remove your shoes and laptop at the whimsy of whichever agent is on duty

it is this shape because i got inspired by some medieval bathing tubs
January 29, 2026 at 6:56 AM
09/14

baggage scanner pumpkin! there will either be some sort vfx or cloth situation for either opening for the baggage tub (see below) to pass through and be scanned

no "conveyer" atm because was planning on creating a tiling pattern then applying to a plane within engine once this is assembled
January 29, 2026 at 6:56 AM
08/14

modular assets for the baggage scanner part, intended so we can build out either side of the pumpkin (see below) depending on the size of our final environment area
January 29, 2026 at 6:56 AM
07/14

body scanner! planning on texturing the base dais with runes/glyphs and then have some sort of a flame vfx within the lantern, so they would light up or glow depending on if someone passes/fails the body scanning
January 29, 2026 at 6:56 AM
06/14

jk here's a nicer shot of the final assets i made, just screenshotted from the viewport

i'm kinda bad at sticking to the concept art if I did the original concepting so some big changes happened between the sketch and the final model

but this is the imagined layout within the game
January 29, 2026 at 6:56 AM
05/14

started modeling with blender, but unfortunately I am very bad at documenting my process so here is the blender file with everything I did/iterated at once (one day I will have one of those fancy timelapses)
January 29, 2026 at 6:56 AM
04/14

for the environment art, I am in charge of creating models for our game's equivalent of the airport tsa body/baggage scanning area

pairing that with our magic/fantasy/medieval-esque theme, i sketched out some concepts & started sourcing refs for a pureref board
January 29, 2026 at 6:56 AM
03/14

took the studio logo and converted it into a splash screen that will appear at the start of our finalized game using after effects
January 29, 2026 at 6:56 AM
02/14

Transitioned into created some branding elements for our studio/game, not shown are the 10+ other fonts considered for which typeface to use before this final iterative process started (i love fonts <3)
January 29, 2026 at 6:56 AM
01/14

Started off this sprint working on a lot of pre-production stuff (i.e. design document, organizing files, managing server, etc.), but from those am most excited about the art bible co-created w @heathermarra.bsky.social! She everything on the art side while I focused on design/layout/ui
January 29, 2026 at 6:56 AM
🧵"Rags to Witches" Dev Logs: Sprint 01 🧵

*part of ongoing game dev process for @dmawdev.bsky.social's production class 🫡

**follow our studio @ghotigames.bsky.social
January 29, 2026 at 6:56 AM