THYSIASTERY IS OUT NOW!!!
The Labyrinth opens today. Your descent into the unknown awaits.
Steam: store.steampowered.com/app/3140180/
This launch marks the beginning of a new chapter for our studio and for everyone who has followed the journey so far.
09.03.2026 16:10
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Re9 comic
Grace and Leon on opposites site of a gate
Leon: Don't worry, you'll be fine
Leon: You know how to suplex a guy, right?
Grace: umm... no...
Leon: oh... but you can parry a chainsaw, yeah?
Grace: what?! no!!!
Leon, walking away concerned: "oh... well, good luck anyway"
Grace looks very sad and pathetic
smh what are they teaching kids these days? ๐ #re9
07.03.2026 18:29
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Who's ready for more stickers? Dropping in the shop tomorrow!
07.03.2026 20:00
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That's a workflow determination that can only be made hands-on, not really planned-for in theory alone? ๐คท
07.03.2026 20:11
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Just to make this concrete, here's the "scaffold" level editor prototype that send me down the "I should autogenerate instead of hand-place" rabbit-hole. It's _really good_ at getting 90% of the way there for 90% of ideas, but falls flat at the "second 90%" haha :\ youtu.be/RDZPNKNbJYc
07.03.2026 19:58
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Where I think as a coder/subject-area-expert in unreal engine errata I can value-add is in adding better nonlinear deformers than just Translation/Rotation/Scale, as opposed to fully-generating geo from minimal scaffolds like I've been pursuing.
07.03.2026 19:39
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I think the sweet spot is something like a "snapping system" where all the enviro kit is quantized to standard sizes, so it's easy to line things up and jigsaw puzzle them together. I can auto-scatter when it's easy, but it should also be easy to hand-place as needed.
07.03.2026 19:38
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I'm sort of just thinking out loud here, but it connects with someone out there, haha.
So having to do "lots of math" to make a highly-productive tool to realize new creative ideas trades one form of productivity for another. I can map out spaces fast, but I can't follow up on inspiration quickly.
07.03.2026 19:36
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I think I've been indie-gamedev-stuck for a while with "automation paralysis" -- like if I didn't super-automate level authoring, I wouldn't be able to keep going solo. Starting to rethink my assumptions about where productivity and creativity meet.
07.03.2026 19:34
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#ScreenshotSaturday? #ScreenshotSaturday!
Working hard on next Dart Racer update, have a couple clips from upcoming new tracks! :D
Wishlist on Steam or Quest!
#gamedev #indiegames #metaquest #virtualreality
07.03.2026 15:42
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Promo Art vs. In-Game Art
#screenshotsaturday #gamedev #indiegame
07.03.2026 12:23
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Old drawings of character by @FUCH_official on twitter i forgot to send oops.
07.03.2026 00:25
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Show me someone who brags that Claude writes 99% of their work, and I'll show you someone who's job is 99% writing boilerplate.
05.03.2026 02:29
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Nancy 3/4/26 ๐
04.03.2026 17:18
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I am overjoyed to see that this picture is still exactly where I left it on the internet and nobody has noticed.
02.03.2026 18:30
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Yesss touch the orb that makes you evil!
03.03.2026 15:53
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Finally got around to work on our shoreline shader for #surfpunk game.
Based on the wonderful tutorial by @cyanilux.bsky.social โค๏ธ
#gamedev #indiegames #vfx #realtimevfx #techart #unity3D
02.03.2026 19:05
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I'm using the same mesh for collision (since it's static) - when I add render detail it'll be as LODs
02.03.2026 16:13
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Yah -- I stretch within limits, and just model different "stamp" meshes as needed.
02.03.2026 06:28
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I put that method, and some other shorthands, on a subtype that's marked "Blueprintable" so I can make BP-components to hold all the mesh-specific methods (e.g. in this case I added a BPC_NineGuideScaleableMesh asset) so they can be reused across different GeneratedDynamicMeshActor blueprints.
02.03.2026 03:08
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Some implementation details:
I'm using a hidden PoseableMeshComponent to adjust the bones before copying them to a dynamic mesh. For Geometry Script to see the updated bones you need to bind a BP function to call RefreshBoneTransforms().
02.03.2026 03:06
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They can be dropped into the scene as-is, or chained with a Geometry-Script pipeline to do repeated-stamping, further deformation (e.g. following a spline), or CSG booleans (union, intersection, etc).
02.03.2026 03:04
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OK, this is all working in real-time in the level editor.
To clarify: I'm not "procedurally-generating" anything, I've just rigged enviro kit-pieces with joints (like a character mesh), "posed" them, and baked them out to static collision.
02.03.2026 03:03
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Our first Unreal Engine 3 president
01.03.2026 23:04
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Yooooo I just realized I can use this same technique for things like nine-guide-scaling or bevel-adjustment without having to make a bunch of conventions or extra configuration! I'm so smart!!
01.03.2026 21:01
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Let's goooo, I just had a brainstorm -- Geometry Script can copy skeletal mesh skins to static geo, so instead of doing highly custom deformations, I can just rig complex stamps like branches, and use posing for adjustment -- and the leaf bones mark up precise "junction points."
01.03.2026 19:56
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Pipeline for distortion + stamping cross-section meshes along a spline. I only had to write one small(ish) helper function (converting the X-coordinates of the source stamp to spline-distance ranges & getting the relevant anchored transforms), instead of the whole damn thing.
One nice bit about #UnrealEngine Geometry Script is that there's enough "batteries included" library functions built-in that I usually only have to add one or two small C++ utilities, instead of the whole pipeline.
28.02.2026 22:52
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Development screenshot from my game, Nightshift Galaxy.
Right: a "stamp" I authored in blender that's like a cross-section of a tunnel.
Left: the stamp repeated and distorted to follow a tunnel-spline.
Back in the saddle working on my "scaffold" level-editting system for Nightshift. I got a bit exhausted having to procedurally topologize everything (esp texture UVs, ugh), so I'm experimenting with making mesh "stamps" in blender that are distorted & combined in the game editor.
28.02.2026 22:36
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Whale bros, from Abraxas and the Earthman by Rick Veitch, 1983
Oh shiiiiitt!
28.02.2026 20:11
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Whale song? No, we're pod-casting.
28.02.2026 20:08
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