Previously worked as engine dev for Asobo studio (mostly on Microsoft Flight Simulator).
Our official page is now live on the eShop — you can wishlist it today and get ready for the wildest snowball-fight party ever!
🗓 Release date: 01 Dec 2025
👉 www.nintendo.com/fr-fr/Jeux/J...
#NintendoSwitch #IndieGame #LosPingheros #GameDev
Our official page is now live on the eShop — you can wishlist it today and get ready for the wildest snowball-fight party ever!
🗓 Release date: 01 Dec 2025
👉 www.nintendo.com/fr-fr/Jeux/J...
#NintendoSwitch #IndieGame #LosPingheros #GameDev
Placing trees on the painted areass by generating points with a halton sequence and then filtering the generated points with a thresholded noise function to create gaps between the trees
#PaperCastle #GameDev #IndieDev #Unity
Placing trees on the painted areass by generating points with a halton sequence and then filtering the generated points with a thresholded noise function to create gaps between the trees
#PaperCastle #GameDev #IndieDev #Unity
What do you think? 🌊✨
#PaperCastle #GameDev #IndieDev #Unity #Water
What do you think? 🌊✨
#PaperCastle #GameDev #IndieDev #Unity #Water
Experimenting with painting things in our game. It doesn't show here, but I also added support persistent objects in multiple layers. The data is merged on the fly and visualized with a per-shader configurable per layer.
Experimenting with painting things in our game. It doesn't show here, but I also added support persistent objects in multiple layers. The data is merged on the fly and visualized with a per-shader configurable per layer.
I've been working on the rendering aspect of this (amongst other things); it's only going to get prettier!
Shape your land, defend your Paper Castle, and survive the Trial by Flames.
Try Paper Castle now !
🎮 store.steampowered.com/app/3596730/...
#indiegame #playtest #strategy #steam #pcgaming #minimalist #papercraft #newgame #indiedev #PaperCastle
I've been working on the rendering aspect of this (amongst other things); it's only going to get prettier!
Using the derivative (fwidth), we can do sub-pixel smoothing and also get back some details!
Using the derivative (fwidth), we can do sub-pixel smoothing and also get back some details!
Allows precise particle placement and performs relatively well, but lacks flexibility: same shader for mesh & particles, no shader graph, no vfx graph.
#gamedev #techart #indiedev #unity
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