Howdy all, was lucky enough to be the Designer on Knockout along with a great team of folks.
Let us know how you're finding it, hopefully we're seeing some intense clutches and comebacks!
New role posting 🚨... and this time it's in Sydney for an Engineering Manager, Automation & Build Systems
We’re looking for an experienced engineering leader to scale high-quality workflows across automation, build systems, and developer productivity for the League MMO.
If you or someone you know is interested, please apply! https://t.co/DARVFvZ3ls
Tech Artists, do you deeply understand PCG systems, Houdini, and emergent tech for large environment generation? Help us bring the world of Runeterra to life!
Sr. Environment TA - https://t.co/r6M83jEpOV
Principal Environment TA - https://t.co/QHUrmrrFSS
We are seeking a Senior Technical Animator to join our MMO team. If you are an expert in Unreal and Hierarchical State Machines and passionate about breathing life into diverse NPCs, player characters, and creatures, we want to hear from you!
Apply here: https://t.co/JbzRJL9Fbk
Explore the latest updates to the Game Animation Sample Project in UE 5.7—now available on Fab, featuring:
🎥 400 new animations
🚶♂️ New Movement Modes
🧠 Smart Objects & NPC setups
⛷ Slide mechanic
🦿Foot Placement Control Rig.
Get more familiar with the sample project: https://t.co/UysZORSV1I
I have written a C++ setup guide for Rider and UE5. Including the errors you might run into during installation or first compiling your Unreal project.
A few personal preferences were included…depending on how minimalist you like your code editors.
Path A - Learn Anim Tools to properly setup IK Rigs.
Path B - Think you're smart and spend the day cursing not going back to Path A but finally crawl your way to functional.
For those affected by the news over the weekend, and those affected by the ongoing state of the industry as well, we are looking for driven, passionate, and great folks to help deliver the League MMO to players. Fabrice is undeniably incredible leader to work with.
Been jamming on some Level Design , learning to make worlds feel a bit larger and more explorable.
Being systems/tech focused I often make levels too small/dense, which leads to seeing it all in 5 minutes, which is great for developer flows but ain't it for players.