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Posts by hale

ouh that is tasteful I really like how that looks
it's amazing in motion too!

9 hours ago 1 0 0 0

Think of how many games where the verb is violence. How many games (including the ones nominated for tonight’s BAFTA awards) where you shoot, fight, kill.
But when games want to explore the topic of violence in a meaningful way, that’s the issue?

1 day ago 1328 481 8 3
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Fractured Sense of Self

3 days ago 249 79 3 0
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this 1's cute

1 week ago 285 57 1 0

I am in disbelief at how good this game is, it really got its hooks in me
haven't dared any rook runs yet, the idea that everyone else is in teams spooks me somewhat

1 week ago 1 0 0 0
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My erosion filter is out! Video, blog post, and shader source.

It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks.

Explainer video:
www.youtube.com/watch?v=r4V2...

Companion blog post:
blog.runevision.com/2026/03/fast...

#ProcGen #vfx #GameDev

2 weeks ago 545 170 16 5

If you aren’t supporting trans people then it’s only a matter of time before nobody’s supporting *you,* no matter what happens to us.

1 month ago 1482 420 9 5
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Its been a few years since I did any keyframe creature animation, so my most recent personal project has been exactly that :)

I referenced Daniel Fotheringham’s quadruped blog quite a bit while learning his workflow, it was a lot of fun :)

Rig by Yang Xiao and Agora Community

2 months ago 582 143 13 1
Why GPUs Are Good at Graphics
Why GPUs Are Good at Graphics YouTube video by eisfrosch

Talking about applications of GPUs to 3D graphics.
youtu.be/VP-q4jFdU8c

3 months ago 4 1 0 0

i find this idea really fun, i could understand how it feels somewhat immersion breaking but i like the personality of such a system too much for that to matter to me tbh

2 months ago 1 0 1 0
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I made a directional noise type I call Phacelle Noise which is pretty fast!

Is it new or does something functionally identical already exist? I'm not sure! But I didn't come across one like this yet anyway, so here's my findings:
blog.runevision.com/2026/01/phac...

#Graphics #Shaders #Shadertoy

2 months ago 100 16 5 0
A view from a cave opening of a tree stump and some abstract foliage in front of a waterfall

A view from a cave opening of a tree stump and some abstract foliage in front of a waterfall

The Cave

3 months ago 2177 612 24 2
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i'll be using this displaced plane to represent the simulated surface, but right now i can check that everything is scaled correctly and that the computed gradient gives decent looking normals before i go further #techart

3 months ago 1 0 0 0
Screenshot of the unreal engine editor, with the third person template project level visible in the main viewport.
The sidebar is visible on the right, slightly cropped, with the outliner and details panel both showing the selected niagara system sitting in the middle of the scene.

Screenshot of the unreal engine editor, with the third person template project level visible in the main viewport. The sidebar is visible on the right, slightly cropped, with the outliner and details panel both showing the selected niagara system sitting in the middle of the scene.

A top down view of the same scene as the first picture, in monochrome red.
It is a heightmap, the further up an obstacle reaches, the brighter its color.

A top down view of the same scene as the first picture, in monochrome red. It is a heightmap, the further up an obstacle reaches, the brighter its color.

started a lil side thing that will hopefully finally let me build out my own library of tools and help me make the shallow water sim project ive been letting sit idle

for now, just a distance field capture as heightfield to get things going

3 months ago 4 0 1 0
I'm making a game engine based on dynamic signed distance fields (SDFs)
I'm making a game engine based on dynamic signed distance fields (SDFs) YouTube video by Mike Turitzin

The video:

youtu.be/il-TXbn5iMA

3 months ago 218 58 20 15

quick engine test

3 months ago 504 53 14 2
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I've overhauled my puzzle level generation so a level is now "grown" like cell tissue in a triangle tessellation. New elements can be inserted anywhere, and the whole level deforms to make room. This makes it easier to control topology and create paths that loops around areas.
#ProcGen #GameDev

3 months ago 542 86 18 2
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雪の絵

3 months ago 702 147 0 0
Swen Vincke @LarAtLarian

Holy fuck guys we’re not "pushing hard" for or replacing concept artists with AI.

We have a team of 72 artists of which 23 are concept artists and we are hiring more. The art they create is original and I’m very proud of what they do.

I was asked explicitly about concept art and our use of Gen AI. I answered that we use it to explore things. I didn’t say we use it to develop concept art. The artists do that. And they are indeed world class artists.

We use AI tools to explore references, just like we use google and art books. At the very early ideation stages we use it as a rough outline for composition which we replace with original concept art. There is no comparison.

I talked about how we use ML here if you would like to know more:
https://gamespot.com/articles/baldurs-gate-3-dev-embraces-machine-learning-for-tasks-that-nobody-wants-to-do/1100-6531123/

We've hired creatives for their talent, not for their ability to do what a machine suggests, but they can experiment with these tools to make their lives easier.

Swen Vincke @LarAtLarian Holy fuck guys we’re not "pushing hard" for or replacing concept artists with AI. We have a team of 72 artists of which 23 are concept artists and we are hiring more. The art they create is original and I’m very proud of what they do. I was asked explicitly about concept art and our use of Gen AI. I answered that we use it to explore things. I didn’t say we use it to develop concept art. The artists do that. And they are indeed world class artists. We use AI tools to explore references, just like we use google and art books. At the very early ideation stages we use it as a rough outline for composition which we replace with original concept art. There is no comparison. I talked about how we use ML here if you would like to know more: https://gamespot.com/articles/baldurs-gate-3-dev-embraces-machine-learning-for-tasks-that-nobody-wants-to-do/1100-6531123/ We've hired creatives for their talent, not for their ability to do what a machine suggests, but they can experiment with these tools to make their lives easier.

The thing thats so insidious about using AI this way is that one of the main ways artists get hired are studios looking for art references and they find us and reach out.

This is removing a major avenue to get work if they can just generate nameless derivations of our ideas.

4 months ago 7503 2548 106 88

oh that's really cool! figuring out the normals is where I left off last time I explored this DI, I'm very curious to see how you work it out!

4 months ago 1 0 0 0

wait no iterating directly over RTs is really messy as I realized recently, especially reading and writing in the same step

will mess up the RT in incomprehesible ways without proper ping pong buffering, which makes total sense in hindsight

The Grid2d Collection DI should do that automatically

4 months ago 1 0 1 0
Top down view of a rain puddle, with silt and other debris floating in the water creating intricate and abstract shapes resembling meandering rivers in some parts, and sharp erosion induced runoff in others

Top down view of a rain puddle, with silt and other debris floating in the water creating intricate and abstract shapes resembling meandering rivers in some parts, and sharp erosion induced runoff in others

Side view of the same shallow-ish puddle, revealing the asphalt it sits on. The intricate shapes and patterns are still visible.

Side view of the same shallow-ish puddle, revealing the asphalt it sits on. The intricate shapes and patterns are still visible.

saw a really cool puddle the other day

4 months ago 3 0 0 0

L'interdiction des évènements du Lyon Antifafest (moment majeure dans la région) par la préfecture du Rhône est une nouvelle preuve de la fascisation en marche. Soutenez les militant.e.s, bénévoles et intervenant.e.s, ce n'est pas possible de se soumettre.

4 months ago 240 103 4 1
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Here's a cleaned up version with a little breakdown at the end. All made and animated with Substance Designer ✨

4 months ago 27 8 0 0
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One Industry, One Fight - IWGB Game Workers Video Game Unions Present a United Front Across Western Europe - We vow to increase cooperation between our unions in both the short and long term, and to stay united in front of all that’s going on i...

"Together, workers can transform their jobs, their careers, and their lives for the better."

Our statement of solidarity with 5 other game workers unions in Europe including @stjv.fr, @csvi-cgt.bsky.social & @gwuireland.bsky.social

www.gameworkers.co.uk/one-industry...

4 months ago 69 34 0 1
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Une industrie, une lutte – Un front uni de syndicats du jeu vidéo en Europe de l’Ouest – STJV Les travailleureuses du jeu vidéo du monde entier ont de nombreux problèmes communs. Nos emplois sont menacés, nous ne sommes pas écouté‧es au travail, et on no

📢 Avec 5 autres syndicats du jeu vidéo en Europe de l'ouest, nous affirmons aujourd'hui notre volonté d'augmenter notre coopération.

Communiqué commun avec @csvi-cgt.bsky.social, FIOM-CGIL Milan, GDRT @social.verdi.de, @gwuireland.bsky.social et @gameworkers.co.uk ⤵️

4 months ago 77 38 1 2
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If you are curious how the morphs were made in Keeper, then you can watch me create this "monkey-bunny" from scratch utilizing the tech I developed for the game. Enjoy and let me know what you think. :)
www.youtube.com/watch?v=f9V_...

4 months ago 43 8 2 2
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☀️

5 months ago 1180 382 2 1
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very quick doodle

5 months ago 161 18 9 1
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Bonus post to end the week: If you are a graphics programmer do yourself a favor and get a MIDI board. It makes the work way more tactile and fun. Full props to Matt and @aaronmjacobs.com for getting me on the MIDI train. :)

5 months ago 69 13 4 1