steven z
banner
stevenzwahl.bsky.social
steven z
@stevenzwahl.bsky.social
nb he/they

making a walking sim with a conversation in it

https://thoughtgarden.site/
not really done with this area but I'm tempted to post a before and after #gamedev
November 16, 2025 at 10:48 PM
everything is still really work-in-progress which is great because it's already looking super cool
November 16, 2025 at 10:37 PM
November 15, 2025 at 4:53 AM
November 11, 2025 at 11:37 PM
my freaks
October 10, 2025 at 9:45 PM
TFH (tort from home)
October 10, 2025 at 9:37 PM
September 25, 2025 at 4:37 PM
atfter weeks of labor i have at last finished "boy you talk to for 5 minutes"
#gamedev
September 14, 2025 at 12:32 AM
Nothing much to it but two shapely models. I scatter and stretch them, color them dark on the bottom and bright on the top - just barely off relative to the sky color - and make them darker further away. Smatterings are more neutral. Then the WPO warbles them and scrolls, higher clouds are faster.
July 26, 2025 at 5:08 PM
been working on clouds
July 26, 2025 at 5:04 PM
Stephen Murphy has gotta be the best developer blog writer around IMO.
(vv from his postmortem writings on Anthology of the Killer)
June 7, 2025 at 7:41 PM
This "Dusk" project is getting pretty close to a main menu -> credits fully playable build; there's maybe just a couple more weekends of scripting left. Getting just this far has been exhausting but it's still too early to show off somehow.

(placeholder character)
#screenshotsaturday
May 10, 2025 at 4:54 PM
April 29, 2025 at 1:00 AM
...
April 27, 2025 at 9:04 PM
April 19, 2025 at 3:25 PM
April 16, 2025 at 7:55 PM
not to brag or anything, but i have a special connection with rivers. nobody else understands them like i do.
((heavy WIP))
April 6, 2025 at 6:12 PM
Wall shader WIP
#gamedev #indiedev #UE5
February 23, 2025 at 12:49 AM
got a bit carried away making... walls
February 22, 2025 at 10:38 PM
I made what I thought was an arbitrary decision give up on lighting about a year ago and... lol. Here's two screenshots from the same day last August. The difference with consistency into the distance is night and day.
February 17, 2025 at 7:39 PM
I don't really like posting WIPs, but I'm pretty satisfied with how this dusk scene is coming together. All the materials are unlit, and I'm controlling the time of day tint/brightness with post processing. Character is a placeholder from a previous project.
February 17, 2025 at 7:36 PM
Well my current game project is too far along to make a giant map with it but I did mess around a little! Here's some bad screenshots. I think there's a lot to explore in how to use these, but I just tried topo lines and messing with the res to get a good interp between them on terraced hills.
January 11, 2025 at 7:54 PM
December in the flint hills
December 30, 2024 at 9:13 PM
December 15, 2024 at 8:45 PM
December 15, 2024 at 8:41 PM