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Posts by David Wehle

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Ivy Road

Unfortunately, we've got some bittersweet news: today we must share that Ivy Road is closing its doors due to being unable to secure funding for our next project.

Read more via our blog post at www.ivyroad.fun/studioupdate...

3 weeks ago 686 219 26 96

Loved the video Danny! Excited for the demo

3 weeks ago 1 0 1 0
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Some sound design goodness... did this with my pepper shaker and a coin. I was throwing this pepper shaker into the air and grabbing it like a cool guy, then my wife walked in 😆 #gamedev

1 month ago 9 1 0 0

Thanks so much for tagging me and playing my game ❤️

4 months ago 2 0 0 0
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This pic cracks me up. One mistake in my demo was that the wolves were too cute, so they got a glow up. It's pretty scary when you can only see some teeth and eyes growling at you in total darkness. #gamedev

4 months ago 16 3 0 0
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So @mikerose.bsky.social & I decided to do a silly podcast comparing notes about indie games & their history & also about suddenly being middle-aged & tired

As anyone who knows both of us could have guessed, shenanigans ensued immediately

Introducing ⭐ Mike & Rami Are Still Here ⭐

mikeandrami.com

4 months ago 208 30 9 0

This is insane 😬

5 months ago 0 0 1 0
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The demo for We Harvest Shadows only had real-time lighting which hurt performance and looked only OK. We've put tons of work into using the new Adaptive Probe Volumes in Unity, and it's looking great. It makes the mornings look inviting and the nights TERRIFYING. #madewithunity

5 months ago 14 0 0 0
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Not sure if I can pull off "wool cards" for the sheep, it's just so much overdraw (about 30+ in spots). I want the player to be able to tell that it's sheerin' time from a distance, but I'm not sure if this will work performance wise. About 10 sheep cut my FPS in half. :( #gamedev

5 months ago 14 3 0 0
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I'm removing the leg motion of a walk animation, and now it looks like the sheep just has to do a little jig out of giddiness #blender #gamedev

5 months ago 38 4 2 0
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Minimal UI is really important to me, but we kinda need an inventory or resources screen... so we're doing a second page in the ever-important notepad. Using Laplacian Deform for the first time in Blender, should work when baking it down to BlendShapes for Unity. #gamedev #blender

7 months ago 24 4 1 0
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More work from the talented Bradley P, I love the thud as the shotgun hits the shoulder. I love good animators!

7 months ago 9 0 0 0
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Claire is also getting a glow up, looking pretty good in URP so far

8 months ago 6 0 0 0
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you go garrett

8 months ago 14 1 1 1
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I promised my kids I wouldn’t tear down their couch cushion fort, so this is how I’m playing Nightreign tonight

9 months ago 9 0 1 0
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More flashback environment work.

I really love DP Emmanuel Lubezski and his use of natural light. For The Tree of Life, he asked the set designers to build the main house multiple times in different rotations, just so he could position the sun exactly how he wanted. #gamedev

10 months ago 10 3 0 0

Thanks, URP actually

10 months ago 1 0 0 0
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Trying out some baked/dynamic light combos. Having time-of-day and weather makes it hard, but that sweet, sweet global illumination is too good to pass up. We're also gonna use the new adaptive probe volumes.

Image courtesy of Will S, a new environment contractor helping us out! #gamedev #unity

10 months ago 26 3 1 0
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We Harvest Shadows - Dev Update #4: Why It's Taking a While - Steam News Hi everyone, David here again! Believe it or not, it's almost been a year since I revealed We Harvest Shadows to the world at gamescom 2024. It honestly bums me out a bit because I had been working on...

I wrote an update on We Harvest Shadows, check it out here. ♥

store.steampowered.com/news/app/155...

10 months ago 11 1 1 0
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PAX East 2025 - Made with Unity indies
PAX East 2025 - Made with Unity indies YouTube video by Unity

At PAX East, Unity stopped by and they took a liking to my game! It was great visiting with them and sharing my concerns and hopes for the future (it really is my favorite engine). Here's the reel: www.youtube.com/watch?v=LmKX...

10 months ago 10 1 0 0

Thank you that means a lot, I wish you luck on your projects!

10 months ago 1 0 0 0

That’s incredible, basically we want to use the custom rendering tools to optimize for consoles. There are more reasons but compatibility with all platforms is my biggest concern

10 months ago 1 0 1 0
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I'm trying stuff for fun on the weekends. Not that I don't like making games, but it's hard to keep going sometimes.

So I bought a broken Gameboy and repaired the power and screen. It feels good to finish a project in a day instead of half a decade.

10 months ago 14 1 0 0
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It's been difficult but we're converting We Harvest Shadows to Unity 6.1 and the Universal Render Pipeline.

Here's the first look at the new weather system and shaders (new everything pretty much). We need more time but the wait will be worth it. ♥

10 months ago 18 1 2 0
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David Wehle is hiring a Senior Unity Engineer I’m looking for a Senior Unity Engineer who is comfortable wrangling spaghetti code, various interconnected asset packs, and the problems that come with that duct-tape approach to game development.

David Wehle is hiring a Senior Unity Engineer for his first-person horror farming game, We Harvest Shadows!

🛰️ Contract, Anywhere
🔧 8+ years XP
🎮 Made in Unity

Work with @davidwehle.bsky.social‬ and apply:

10 months ago 13 9 0 0

Fascinating article, thank you Bryant for the mention! It's going viral on reddit too, congrats

11 months ago 3 0 0 0
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Larry Hryb, Gamer Emeritus 📱⌨️🖱️🎮 on X: "Loved to see this anti cozy horror farming sim made in Unity 6.1 at the #PAXRising booth #madewithunity from @DavidWehle https://t.co/ZXiolMHVg4" / X Loved to see this anti cozy horror farming sim made in Unity 6.1 at the #PAXRising booth #madewithunity from @DavidWehle https://t.co/ZXiolMHVg4

Loved seeing this anti cozy horror farming sim made in Unity 6.1 at the #PAXRising booth #madewithunity from @davidwehle.bsky.social

store.steampowered.com/app/1559720/...

11 months ago 11 1 1 0
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Great first day, met a lot of super nice people (including Major Nelson) and old friends! Always love watching people scream from the end of the demo 😆

11 months ago 7 0 0 0
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Made it to Boston! See you at PAX

11 months ago 7 0 1 0

If you’re doing an open world type game with a dynamic day/night system, can forward+ rendering get close to deferred performance? We’re going to URP in Unity now and trying to make some decisions.

11 months ago 2 1 0 0