Looking for work, 3 years experience in UE as a prop/environment artist.
Currently working as a freelance artist in virtual training, volunteer artist on Half-Life 2:RTX.
https://t.co/J2tomNOXE4
DMs open 😊
#gamedev#UnrealEngine
@4MORI4N There are too many resources and "things" now. I wanna play the game but man I don't have time for that.
Related; I'd love for DE to make an actual paid Warframe game, with a plot and pacing, instead of being broken into small atomic pieces
I created a small tool to live code and visualize sample distributions
https://t.co/8tZZju0Sja
(And you can now find me on BlueSky at https://t.co/G1LR7Hk31K (: !)
Ted Backman reveals in dev commentary that the buggy’s model continued to lose parts of its body from previous beta versions to help with motion sickness
Playtests showed that the more of the world the player could see (like the ground underneath) the better it was for players
Used on the new Train remake in #cs2, these windows use the Transmissive Backface Ndotl feature in the Csgo_Complex shader. This allows lights to pass through the backfaces while also lighting up the glass mesh itself. Very neat trick!
Unfortunate life update:
I have been made redundant from my job at GameSpot.
So, after nearly a decade, I’m on the hunt for work! (hire me pls)
If you need a writer, host, producer, podcast guest or even someone to turn on your town’s Christmas lights, please let me know <3
I've been mostly working on the internal systems lately for my #Dreamcast engine. The PC port gave me the debugging tools I needed to improve complex systems like the memory manager.
• Audio is now working on the Dreamcast version
• The renderer runs 20% faster on the Dreamcast
• Heap allocation is 300% faster on average and 200% faster on worst case. While this had minimal impact on performance for the #Gamecube and PC versions, it was a significant bottleneck on the Dreamcast.
• Increased real-time heap defragmentation throughput by using a new multi-regional heap structure, which also sets the foundation for DRAM bank-aware memory allocation.
There's still plenty of room for more optimizations in Meese Engine. In fact, some optimizations found in Minecraft have yet to be implemented in this engine!
#retrogamedev #indiegamedev
Putting this out there as things are getting pretty dire...
Looking for work, 3 years experience in UE as a prop/environment artist. Volunteering on @hl2rtxofficial to keep my skills sharp.
Happy with any form of remote work (contract, freelance etc)
RTs appreciated
#gamedev
FREECODE: https://t.co/qMvkxDQCpC
Was in the mood to recreate the Plane to Octahedron gif from shaderbit's octahedral-impostors unreal tutorial. Found projection #maths from wojtekpil @github which saved me tons of time. First step for imposters complete :)
#threejs#procgen
💸 THE CRAB IS SEEKING TREASURE💸
So our funding plans for Game 3 fell through. I guess 2024 is really taking no prisoners 💀
But hey interest rates are down so if you represent an investor/publisher and want to help us make our best game yet, our DMs are open!
✨ We’re hiring a Senior Technical VFX Artist! ✨
With us, you’ll work with our proprietary toolset, crafted over a decade, to bring breathtaking visual effects to life.
📨 Apply now: https://t.co/o4A2qxu3yo
#GameJobs#VFX
Hi, I'm looking for a technical artist to join our vfx team in Helsinki. Looking for someone with background in realtime vfx and knowledge of Houdini and Unreal. Related programming experience expected (vex, shaders and scripting languages).
#UE5 Recovering from Covid... AGAIN. Spent 1 week sleeping, pretty much 😡
Anyway... easing back into it. Still working on my volumetric clouds holy grail video. Did some more research, one thing led to another and I discovered sphere tracing 🤷I'm behind...