I don’t think Web3 gaming is dead. I think we’re still waiting for the games that make people forget they’re even using Web3. That’s when things change.
GMGM! ☀️
🎬 Animation WIP
Here's our latest Windblast animation for the Elf Druid in @lastsalv
Every animation is another step toward making combat feel satisfying and responsive.
Feedback is always welcome!
#GameDev#UnrealEngine5#Animation#IndieGame#RPG#Web3
It’ll be back when Web3 games stop building games around the token.
It’ll be back when Web3 games start prioritizing the gameplay over anything.
It’ll be back when there are games that can still attract players even without rewards.
That’s the bar Web3 games should keep.
Rest will automatically fall into place.
We’re slowly heading towards that, man!💜
I think that’s exactly why founders with a genuine long-term vision need to stand out.
Every new chain attracts a wave of short-term projects chasing the narrative. The problem isn’t the chain itself. It’s the lack of commitment.
We need fewer launches and more founders building lasting IPs.
I think the biggest mistake we’ve made is trying to build economies before building games people genuinely love.
A sustainable economy can’t carry weak gameplay forever.
The game itself has to be the reason players stay.
Web3 should enhance the experience, not become the experience.
If players would still enjoy your game without tokens, rewards, or speculation, you’re building on a much stronger foundation.
That’s the direction I believe Web3 gaming needs to move toward.
My story?
Started with a dream of building worlds people could genuinely connect with.
Took the difficult path instead of the easy one.
Faced funding struggles, setbacks, and plenty of uncertainty.
Never stopped building.
Still here.
Still believing.
Still creating.
There are no shortcuts to creating great art.
There are a lot of derivative projects out there.
If you’re serious about what you’re building, you shouldn’t settle for creating something that feels like an existing project.
Every NFT project should have a long-term IP vision.
Think bigger.
Build something that can scale.
That’s only possible when the art, characters, and the world you’re creating feel truly unique.
One of my upcoming IPs started its art journey over a year ago, and it’s still not finished.
Not because it’s taking forever.
Because we’re committed to refining every character, every detail, and every creative decision until it feels right.
It’s not just about how much time you spend.
It’s about how unique the project is.
- The characters.
- The universe.
- The lore.
Everything that revolves around it should feel intentional.
Appreciation to some of the amazing people who continue showing up for NFTs and genuine builders, regardless of the market. 🤝
A few who immediately come to mind:
@AdamWeitsman@BR4ted@Tma_420@breyonchain@dogacan@crypto_czar_eth and @paschamo ( the silent sweeper 🧹)
We’re all chasing something.
More money.
More success.
More recognition.
Just don’t forget that the people you love are also growing older.
Make time for them while you still can.
Some moments never come back.
Couldn’t agree more.
God of War and Assassin’s Creed are two of my favorites for the same reason.
Players don’t fall in love with technology. They fall in love with characters, stories, worlds, and emotional connection.
Great gameplay gets players in the door. Great storytelling gives them a reason to come back.
That’s exactly the standard we’re aiming for with @lastsalv.
Early look at one of our Orc characters for @lastsalv
What makes this interesting is that we’re using a heavily modified MetaHuman workflow for a fantasy creature, something very few teams attempt since MetaHuman is built mainly for realistic humans.
To make this work, we had to do the following:
• Reconstruct and sculpt non-human anatomy
• Preserve realistic facial deformation & expressions
• Rework proportions/topology for Orc features
• Do extensive R&D before actual production
This is also one of the reasons development takes time. A huge amount of work happens behind the scenes before assets even enter full production.
The Orc is still only around 20% complete, but the realism and facial rig tests are already looking very promising. 🔥
You should also check this out.
https://t.co/tCT5BvnzFA
The facial rig, deformation tests, and realism are already looking very promising for an Orc warrior, and there’s still a lot more polishing, detailing, hair work, skin work, armor integration, and optimization left.
#gamedev #indiedev #UnrealEngine5 #3DArt #metahuman #orc #fantasygame #web3gaming