Impact frames — are why anime fight scenes land so hard.
There's a Blueprint asset for Unreal Engine 5 that adds them to your game's attacks.
Combat feel is 90% timing and 10% particles, and most projects get that ratio backwards.
What's the best-feeling attack in any game you've played, and why?
#UE5 #gamedev
GAS is six cooperating pieces:
The Ability System Component, Abilities, Effects, Attributes, Tags and Cues.
Learn what each one is and, more importantly, how they hand off to each other.
The handoffs are what make it a framework instead of six unrelated classes.
This is the kind of gameplay interaction I love seeing in action games 👏
DualSense touchpad support for attacks in a UE5 cyberpunk hack-and-slash is such a cool idea. 👀
#gamedev#indiedev#UnrealEngine#UE5#GameDevelopment
The Backrooms
A world where nostalgia and novelty attack you in the form of "art." I'm blown away. It reminds me of pseudo-3D games from the 2D era, back in the dawn of RPGs and the Family Computer (NES), before polygons and textures existed. Simulated 3D spaces built from looping, repetitive visuals: digital labyrinths unconstrained by the rules of architecture. I used to draw maps on graph paper just to keep track of where I was. That sense of confinement. That feeling of anxiety. Both are revived here in live action. The art direction is clever, incorporating elements of art, architecture, and psychology. This is a 21st-century liminal-space version of "CUBE," a work of surrealism and cubism in which video games of the 1980s and the modern world connect across dimensions.
I have shipped 11 games in 10 years.
Combat in every one came down to the same patterns: hit detection, damage pipelines, ability gating...
Nobody teaches those patterns.
So I write them down: one free email a week for solo Unreal devs.
Join 900+ →
https://t.co/nv34e7TpWT
Check out this real-time Ivy growing and branching across the surface, all running on the GPU using Niagara, U5. 🌿
Here's how it works: https://t.co/mhO1Vjm3e6
#unrealengine#vfx#realtimevfx#gamedev#niagara
#OpenToWork
Two NPC characters I rigged and animated for We Will Be Gods, a stylized top-down game.
I had a lot of fun working on these little guys!
I’m currently looking for new opportunities as a 3D Gameplay Animator. Feel free to reach out :)
#gamedev#animation#3d#game
Hello, everyone who enjoyed the Order of the Sinking Star demo!
We have posted a TECHNICAL UPDATE for the demo on Steam, in a beta branch.
To try it, you go to the Properties for the game, go to Game Versions & Betas, and pick public-testing (no password). Details next tweet: