This is seriously inspiring 🤯
Love how Makan Gilani focuses on movement, shape, and reusable procedural systems instead of relying on flashy visuals. That “AAA feel” with simple forms is such a powerful reminder that great game feel starts with strong animation and design.
The Fancy Pants Adventures: Classic Pack was (somewhat unceremoniously...) announced 5 years ago today.
It's been a bumpy ride, but I'm SO excited for the future of this franchise!
was participating in a gamejam but lost the sauce halfway. was making this sort of fnaf-esq horror game - here's the progress after 3 days
maybe I will return to this one day
#gamedev#indiegame
Anyway, a good tool I found out about is MubLoop. It's free and helps create seamless looping sounds. I tried it, works really well and is now part of my toolset for upcoming audio assets!
Check it out:
https://t.co/dPjj5mgcBn
Characters look real, because they are.
❌ 3D modeling
✅ Filming
This indie dev:
- recorded professional actors
- color graded the raw videos
- imported them into the engine
- sliced them into separate animations
100% Full Motion Video (FMV)
I reached out to the dev, and he gave me some behind-the-scenes footage you can see below.
Such a smart way to get photorealistic graphics without melting your GPU. Basically a modern version of the trick that was used in the classic Mortal Kombat.
I think we'll see this tech in more indie games soon.
how to turn a 3D scan into a game-ready mesh, i guess?
spent a bit this afternoon tinkering with how to decimate a 3D scan without nuking the texture, kinda cursed but worked decently!
#gamedev
I'm kind of hooked on creating stuff in @s8box so I made solitaire, the goal was to create a simple game but make it feel super nice to play!
It'll release together with s&box on April 28th 📆 @garrynewman
Some physically driven animation for your Wednesday afternoon. After months of trying to get RL to look nice, I've switched over to good old procedural animation.
I found an approach to interior lighting I like in #godot. I don't love real time GI or light baking so I'm going with multiple lights to fake light bounce. It gives me the most control and performance.
For switches I identify the switch object in Blender and organize all lights associated with that switch under a parent node in Godot. My script looks for this hierarchy. #b3d