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Posts by djee

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I love when you can tell a level designer was at the end of their rope at one point

4 days ago 333 49 9 5

i pretty much rebuilt the whole thing

1 week ago 255 45 15 0
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Starting a thread to keep all my UNDERGROWTH stuff in. One nice easily scrollable pinned post.

1/??

1 week ago 1441 305 28 21

Product Design used to be a thing

1 week ago 720 76 14 4
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I have been working on data inheritance recently. The kind of stuff that you usually see with prefabs, but I believe that all the assets should support data inheritance.

3 weeks ago 38 10 3 0
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experimenting with a new enemy in City of None with @liamberry.ca

(haven't done the creature art yet, not sure what it's gonna look like)

1 month ago 498 63 25 2
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New blog post: A Decade of Slug
This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain.
terathon.com/blog/decade-...

1 month ago 273 86 11 4
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been feeling kinda stressed lately so I made a little prototype

is this anything

1 month ago 6090 1068 346 67
Contact us | Evaluate Havok Physics Navigation & Cloth Get access to Havok Physics, Navigation & Cloth tools and see how they can super-power your game.

GDC 2026 is a wrap! Thanks to every studio that connected with the Havok team.

Missed us? Let's talk: havok.com/evaluate/

Slides from Ben Sunshine-Hill's "Best Practices for Character Navigation" session are up: havok.com/presentations-and-sessions/

1 month ago 2 2 0 0

It’s Pi Day, we give it 3.14159 out of 5.

1 month ago 30 5 0 0
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DirectX: Bringing Console-Level Developer Tools to Windows - DirectX Developer Blog On March 12th 2026 the DirectX team, together with our hardware partners, hosted DirectX: Bringing Console-Level GPU Developer Tools to Windows at GDC.

All of what we announced for PIX at GDC.
devblogs.microsoft.com/directx/dire...

1 month ago 45 11 1 4
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An oldie

1 month ago 73 15 1 0
Possible cover for a Zine of my Spaceship illustrations. Showing a teal, twin hulled spaceship, with orange text overlaid.

Possible cover for a Zine of my Spaceship illustrations. Showing a teal, twin hulled spaceship, with orange text overlaid.

Working on a thing…

#Spaceships

1 month ago 724 100 14 2
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Cairn - Technical Breakdown - Rock Rendering, Anthony Beyer I was lucky to work on Cairn as Technical Art Director, and now that the game has been released, I thought it might be interesting to share some of its "development secrets". At the beginning, i want...

our wizard-in-chief at @thegamebakers.com Anthony Beyer made a breakdown about ミ🪨 rocks 🪨彡. check it out! www.artstation.com/artwork/AZzrJm

1 month ago 170 50 6 5
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Made low-poly goldfish #256fes
256 polygons, 150 vertices each

2 months ago 451 105 4 3
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getting free dopamine from my new test loot pickups and loot vacuum + collection UI. I think we call this done for now.
#godot #gamedev #prototype #devlog

2 months ago 45 5 1 0

Havok for Unreal support for Unreal 5.7.3 was released on Tuesday 17th Feb, following the release of the Unreal hotfix on 10th Feb.
This update is fully supported and ready for customers to upgrade.

2 months ago 3 2 0 0

Easy to pick up but hard to master! Check out our latest dev update and follow for more.

2 months ago 65 10 2 0
view looking up at the underside of a stone pencheck stair built of Mississquoi marble, with one end if the treads unsupported and the other sitting on a wall of Tyndall limestone

view looking up at the underside of a stone pencheck stair built of Mississquoi marble, with one end if the treads unsupported and the other sitting on a wall of Tyndall limestone

We’re dismantling a stone pencheck stair right now and so it seems a good time to revisit a short 🧵 on the subject.

How pencheck stairs work (resist torsion), and how they don’t (cantilever):

2 months ago 75 23 2 7

It’s on my list too 🙄 but I think either you do it with 1 particle per blade just for placement, and it‘s not much different than what you have now, or a ribbon per blade, and you might need particle constraints, which are not implemented. Unless your blade motion is not simulated but procedural.

2 months ago 1 0 0 0
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tried to make a soap bubble shader (in bevy)

2 months ago 23 3 1 0

Now do the same thing with particles! 😉

2 months ago 0 0 1 0
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City builder

2 months ago 202 50 4 1
Unity | How to make Shock / Lightning Particles (VFX Breakdown)
Unity | How to make Shock / Lightning Particles (VFX Breakdown) YouTube video by MinionsArt

the principles are similar just different software
basically distance field texture then animate in a shader
www.youtube.com/watch?v=NMTX...

2 months ago 3 1 1 0
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Some character designs/sculpts from *checks watch* 15 years ago?!?!? These were heavily influenced by animation maquettes by Kent Melton (RIP) and Team Fortress 2.

2 months ago 401 63 16 1

My thought too, it’s a bit immersion breaking. Even if I instinctively dissociate the car in the menu from the one in the world when the menu opens (even though there‘s no reason to), when it closes it breaks that dissociation and highlights that the car in the world was being rotated.

2 months ago 2 0 0 0
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I was noodling away on prototyping an opalescent
glass material in #Toolbag for a 1930s Art Deco style perfume case. I'm trying out a specular reflectance workflow to add that soft iridescent, thin-film shimmer. Still plenty of modelling left, but I'm happy with the direction the look is going in

3 months ago 6 1 0 0
Digital Illustration: Plan view of a spaceship. Symmetrical along its spine. Front, mid, and rear hull sections are teal and cream striped. The girder like structure holding things together is a bright buttery yellow.

Digital Illustration: Plan view of a spaceship. Symmetrical along its spine. Front, mid, and rear hull sections are teal and cream striped. The girder like structure holding things together is a bright buttery yellow.

Digital illustration: Plan view of a spaceship. A small blue tug, with a cockpit right at the front, and three engines at the back, attached to a bright orange framework. Either side of the frame, two oversized containers.

Digital illustration: Plan view of a spaceship. A small blue tug, with a cockpit right at the front, and three engines at the back, attached to a bright orange framework. Either side of the frame, two oversized containers.

Fast Picket 'Erebus', and Cargo Engine 'Husky VII'.

#Spaceships #SciFi #Illustration #MadyByHumans

3 months ago 154 31 0 0
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Sketchbook drawing of a big old spaceship, ink and marker

Sketchbook drawing of a big old spaceship, ink and marker

From the Lockdown Era

3 months ago 1583 214 9 4
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Looking for a job #PortfolioDay

3 months ago 1234 376 19 8