Splendid Failures
@splendidfailures.bsky.social
Short games - Well crafted
We’re a team of four experienced game developers in Gothenburg, Sweden.
Currently working on our studio’s debut game: A Corporate Machine.
We’re a team of four experienced game developers in Gothenburg, Sweden.
Currently working on our studio’s debut game: A Corporate Machine.
Except for the lightmaps using UV2
November 9, 2025 at 7:35 PM
Except for the lightmaps using UV2
Zero textures! We bake the PBR-material values into the UV channel and use vertex colors and weighted normals, so all materials are vertex based.
November 9, 2025 at 7:35 PM
Zero textures! We bake the PBR-material values into the UV channel and use vertex colors and weighted normals, so all materials are vertex based.
Three discrete materials are used on a three separate meshes. All materials are defined by floats stored in the UV channel and then lights are baked for that shot. In the end we will be using several dynamic lights however, then draw calls will be multiplied. Especially for that directional sun.
November 9, 2025 at 7:19 PM
Three discrete materials are used on a three separate meshes. All materials are defined by floats stored in the UV channel and then lights are baked for that shot. In the end we will be using several dynamic lights however, then draw calls will be multiplied. Especially for that directional sun.
😅 it’s only there for testing purposes, both mood and tech. Combining emissive materials and lights to fake area lighting; light that does not originate from a single point, something Godot does not support in other ways.
November 9, 2025 at 7:02 PM
😅 it’s only there for testing purposes, both mood and tech. Combining emissive materials and lights to fake area lighting; light that does not originate from a single point, something Godot does not support in other ways.
So stay tuned for a bunch of more wacky WIP stuff in the future!
We’d love to know how other creatives approach iterating on complex projects like this. 3/3
#GameDev #WorkInProgress #IndieGame #Blender #Godot #WackyWIPStuff
We’d love to know how other creatives approach iterating on complex projects like this. 3/3
#GameDev #WorkInProgress #IndieGame #Blender #Godot #WackyWIPStuff
October 1, 2025 at 7:34 PM
So stay tuned for a bunch of more wacky WIP stuff in the future!
We’d love to know how other creatives approach iterating on complex projects like this. 3/3
#GameDev #WorkInProgress #IndieGame #Blender #Godot #WackyWIPStuff
We’d love to know how other creatives approach iterating on complex projects like this. 3/3
#GameDev #WorkInProgress #IndieGame #Blender #Godot #WackyWIPStuff
In the prototype, we want to be able to try lots of things. And if a play-test shows something we didn’t plan for (has that ever happened?!) we want to be able to change things quickly, not waste time polishing stuff that belongs in the bin. 2/3
#GameDev #WorkInProgress #IndieGame #Blender #Godot
#GameDev #WorkInProgress #IndieGame #Blender #Godot
October 1, 2025 at 7:34 PM
In the prototype, we want to be able to try lots of things. And if a play-test shows something we didn’t plan for (has that ever happened?!) we want to be able to change things quickly, not waste time polishing stuff that belongs in the bin. 2/3
#GameDev #WorkInProgress #IndieGame #Blender #Godot
#GameDev #WorkInProgress #IndieGame #Blender #Godot
Thank you!
We very much enjoy the act of making games and value communicating directly with players through this format, so we don’t see much use for AI when producing assets or gameplay (and there are, of course, other issues and risks with the current tech we’d like to avoid).
We very much enjoy the act of making games and value communicating directly with players through this format, so we don’t see much use for AI when producing assets or gameplay (and there are, of course, other issues and risks with the current tech we’d like to avoid).
September 29, 2025 at 11:48 AM
Thank you!
We very much enjoy the act of making games and value communicating directly with players through this format, so we don’t see much use for AI when producing assets or gameplay (and there are, of course, other issues and risks with the current tech we’d like to avoid).
We very much enjoy the act of making games and value communicating directly with players through this format, so we don’t see much use for AI when producing assets or gameplay (and there are, of course, other issues and risks with the current tech we’d like to avoid).