ok blender human base mesh reference model settle down its monday
Posts by Emily
weed is the only thing getting cheaper lmao
you know what they say, "coffee and beer you're in the clear"
A carpenter(?) bee and a caterpiller of some kind enjoying the blooming palo verde
A snail perched in a shrub
A wooden path to a park bench by the water, sun falling across the scene
Two people fishing on the lake, power lines overhead, cactus underneath
Had a nice time at the lake today
ah... triangulate faces, my old enemy
Getting some working models together for a few scenes in my new horror game. I really @clasticartistic.bsky.social's textures for tone and texture - posterized one and hue shifted it to get a nice lofi anodized aluminum effect.
the calvin's dad telling calvin about how records spin, but i edited it to be the tails death animation ada rook song
(wakes up at 12:30 pm)
good morning
If you do the back of the envelope math and check my physics, you'll find that my numbers don't add up - but not because I used some random plug figures and fudged something for convenience. If you dig, I want you to unearth an interesting anomaly that tells you something about the setting.
Writing a lot of story concepts and linking them together in my planner, just so the setting feels lived-in and sensible. I don't necessarily want to write a bunch of lore, but I want everything you do glimpse to all point to something thought-out and consistent.
This new project, I already have better design docs than I did for Anza, and I won't be spending - for example - two weeks texturing a bus and designing a custom system of camera reprojections and dummy colliders that allows a player to run and jump seamlessly on a moving bus.
The problem with my other project, Anza, is that it grew out of my "let's learn to do unreal" from a few years ago, and I've definitely learned tons, but what it lacked was a clear and focused direction... which yeah! I didn't even know what type of game it was gonna be when I started working on it.
Keeping scope low, lots of planning, and making sure it's got a really cohesive style and emotional direction. I don't want to say too much about it right now, but I'm very excited and I think it's gonna be really good.
I am going to be working on a fresh game project for like 2 months or so, and I'm gonna push to get it actually out by then :)
Obsidian in particular is so good for how I like to plan too. Being able to quickly reference and link notes, jot down quick concept notes and then throw them on a canvas for later, pull them in for my level design planning boards, and so on.
I think the end result is going to be a much better game
It's very rewarding just planning out a multi-month project and having everything that goes into the plan be useful - stuff I either need to work out and get down, or stuff I'm going to want to refer back to.
It feels like breaking free of the regimented planning I had to do in the old job.
It led to a lot of writing for its own sake, lots of CYA-style planning documents that everyone would glaze past and ignore because once they satisfied the requirements, they'd move on to the "real work"
Anyway I got into Obsidian this week and it's been really good for planning out my next game
At my old job I wrote a lot of official documents for public consumption, and there were a lot of professional standards about how to document and plan your work.
It led to a situation where planning was so formulized - mostly to make it easy to review against the standards - that it wasn't useful
There's a lot going on, but I've got to keep the rhythm going. Here's another new track, evoking a lush jungle. I had a lot of fun making this one. Enjoy~
youtu.be/zXhIx-pjWXQ
New camera this weekend :)
big digitals
I've always felt like the best thing about Zangband swamps was the way it broke up the dungeon layout and gave you something different, rather than being good in and of themselves.
I always liked them, but I think it's because the rest of the game was so monochrome.
*sees any gay couple*
sooo which of you is the goku and which is the vegeta?
Late nite vibin'
This is my 4th attempt
Anza Update:
Been programming a phone this week! It can take calls which feed into my dialog system, and you can hang up on people! It's rude and they hate it but this is a part of life you must accept.
#Anza #gamedev #indiedev
For so many years people have been saying that President Koopa in his pre-merge form and I look alike. Now this pic has been going all over the place. What do you think?
I’ve tried “remastering” this a couple of times since I got new instruments, but honestly, I think I like this version best. Definitely have improved my skills though.
youtu.be/v-DRPZVCL8w
Did some profiling in Unreal for some in-world UI widgets in my game, and found out that setting rotation angle in a widget is about 2/3 the cost of rotating the UVs in a material but the cost of both is so minimal that honestly it feels like a waste of energy to have an opinion on this at all.
I think my biggest beef with "read the documentation" type guys is that many of them don't realize how bad their docs are now.
People like to assume all the knowledge they built over the years is easy to acquire if someone were to just put the effort in, but don't want to be the one to pass it on.