Lead VFX Artist at Mercury Steam
Look at these 4x4x4 voxel bricks return to their natural habitat! Nature is healing!
I had the pleasure to participate in Magic Media's podcast to talk about what I'm most passionate about: VFX, Technical Art, and Video Games.
Here's the link:
We wrote a blogpost https://blog.unity.com/technology/prefabs-whats-new-2022-2
here's an implementation of quaternion swizzling for super cheap 180° rotations in Unity, enjoy ❤
Friday is here, Twitter is still here, so another #TechnicallyArt issue is also here =]
It's a bit short, but I'm sure you'll find some tweets to help or inspire you ✨
Check it out: https://halisavakis.com/technically-art-issue-135-25-11-2022/
Disclaimer: I'm not the author of this picture, and I don't know who did it. So, please, if someone knows who the author is, let me know to properly credit.
Ducks are natural technical artists
#technicalart #gamedev
might be of interest to others: I found an npm tool to export twitter threads as static html pages - https://github.com/bbecquet/thread-reader-reader
The first thing I worked on at Arkane was...
Dishonored's "The Flooded District"
I did the level design of this location with lead level designer Christophe "Tof" Carrier and level artist/architect Christophe Lefaure. Here I'll share some of my early flow diagrams, paper maps, and design stories.
This is a repost/(substantial) update/revision of a Twitter thread.
(1/7)
#gamedev #leveldesign #arkanestudios #dishonored #floodeddistrict
Kummakivi is a 500,000 kg rock in Finland that has been balancing on top of another rock for 11,000 years
I never expected Outer Wilds to be the only game that can rival Mario 64 in the "the character is simply fun to just move" category for me.
The wonders that physics based movement can do for a game! I still boot that thing up randomly just to fly around and do tricks
It's a game you literally cannot replay once you experience the story, and two years later I'm still playing it LMAO
For the longest time, Minecraft has been creating its worlds using a stack of cellular automata-like operators.
Starting from random noise, each layer operates on the previous, progressively adding more details.
You can see the evolution of a section of the world in this video.
Hi everyone I`m joining the Mastodon community. I`m Anthea, a Maltese concept artist who likes to design characters and VFX (well anything cool really 🔥) ✨
🎨http://artstation.com/antheazammit
✏ art@antheazammit.com
#gamedev #mastoart #introduction #conceptart #illustration #characterdesign
Mick Gordon's accounting of his work experience on DOOM Eternal is quite a damning read.
https://medium.com/@mickgordon/my-full-statement-regarding-doom-eternal-5f98266b27ce
Unreal Engine 5 makes it easier than ever before for developers to build massive open worlds. Take a look at some of these tools in action at #UnrealFest!
https://piped.kavin.rocks/watch?v=EEf07ggFWRw
Original tweet : https://twitter.com/UnrealEngine/status/1590041093122715649
@antimnguyen that's an awesome video reference for a rain shader 😄