Vivian Rosanthwyn
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Vivian Rosanthwyn
@rosanthwyn.online
girlgaythey she/fae/they
Unreal Engine Technical Designer, FP Animator & Front End Developer

I love @melkat.blue

girlfriend.games newsletter archive: https://buttondown.com/girlfriendgames/archive
one mesh and a material that blends two scrolling textures

feels great to actively be going out of my comfort zone to try to do more vfx and env art related stuff
November 1, 2025 at 8:04 AM
who said waterfalls needed to be complex to look good
#screenshotsaturday
November 1, 2025 at 8:04 AM
October 23, 2025 at 4:56 PM
oh man, vista models and fog cards fuckin rule

and it's still hitting 60fps on switch 1 just fine even with all the extra transparency going on
October 23, 2025 at 6:03 AM
This was honestly a pretty fun experiment. I ran Paula on our used thinkpad that cost like 100 bucks and it works GREAT. Not even using the low end mobile renderer!

anyways, sign up for the newsletter at girlfriend.games !!
October 22, 2025 at 6:39 AM
I made this tutorial system in one day (yes, including the videos) and honestly, I really can see now why people say Paula feels so professionally made.

Anyway, I hope to see at least some of you at the Portland Retro Gaming Expo!
October 11, 2025 at 6:56 AM
I am so happy this is the very first bug with my dialogue system code I wrote today
October 8, 2025 at 5:13 AM
I should specify, the VFX I did is the Dive Bounce. I used the Magic Ground Impact template as a base, and split it out into multiple assets.
September 29, 2025 at 9:05 PM
I've been trying out JangaFX's IlluGen to make VFX for Paula. Honestly even though the tool still seems to be pretty early, holy shit, it is so fun to make assets with it.
September 29, 2025 at 9:02 PM
if you're aiming for the PS2 era of graphics aesthetic for your game, you still can go hard on tech art as I just found out
September 23, 2025 at 5:15 PM
you ever juice up combat so well, that what should be like a typical common enemy encounter feels like a mini boss #screenshotsaturday
September 21, 2025 at 4:58 AM
if anyone's using sky atmosphere in unreal, but doesn't care about putting the camera in space, these CVars just saved me one millisecond on low end
September 15, 2025 at 8:00 PM
every game dev deserves a little debug menu as a treat
September 11, 2025 at 6:03 AM
your girl worked on this
September 4, 2025 at 1:51 PM
she's so cold and human
August 22, 2025 at 9:02 PM
how is she, when she doesn't surf
August 21, 2025 at 6:48 AM
(iOS 28) maybe apple should make their features more fleshed out rather than commit to shoving AI down our throats which I can't even use on a phone from last year. just a thought.
(it keeps ringing me every time this happens)
August 4, 2025 at 10:13 PM
gotta love me some ascii notes
July 15, 2025 at 7:16 AM
*pets you*
July 11, 2025 at 8:13 PM
a fun side effect of doing a full character in first person with lumen/ray tracing is being able to see your character in the weapon scope

puppygirls are definitely gonna get a kick out of it
July 9, 2025 at 10:42 PM
you ever make the weapon sway so juicy you cant stop looking around
July 7, 2025 at 7:55 PM
i made a death screen for paula.

after realizing what I'd done, i decided to put some metal gear solid sounds over it
July 2, 2025 at 10:46 PM
cranking up the bounce lighting sure does look really cool huh
June 27, 2025 at 12:45 AM
i caught mario kart world changing time of day

kinda wild that they did this with baked shadows
June 7, 2025 at 5:53 PM
and If I make the AnimBP line trace use the camera forward vector, that one-frame lag is back.
June 3, 2025 at 8:59 PM