Concept art for the water level in @WaycasterGame ! #indiedev #lowpoly #conceptart pic.twitter.com/LhFzHeCEjL
— Nick Carver 🔜 GDC (@NickDCarver) March 8, 2019
Alright, our bestiary gets some more dangerous species: Plague Hounds, those will stalk you (and probably kill you as well) if you'll go in a far wasteland.
— The Serpent Rogue (@TheSerpentRogue) March 8, 2019
Hmm, mb should add a possibility to tame them as well 🤨#madewithunity #unity #gamedev #IndieGameDev pic.twitter.com/fWY4eVYuZk
Busy tweaking Action movement and effects #indiedev #gamedev #gameart #UE4 #UnrealEngine #indiegames #anime #stylized #effects #particle pic.twitter.com/7vY6eD8Sji
— Houari Abdelkarim 🔜 GDC (@howareyi) March 8, 2019
Portal hopping in Mirador is always safer with good frens 🤗
— Sauropod studio (@SauropodStudio) March 8, 2019
We're working on portal effects when there are multiple characters 👀
Thoughts? #indiegames #madewithunity #gameart pic.twitter.com/m9oPcTx6K3
I've made a boat load of VFX stuff for Cosmo's Quickstop. This is one of my faves! #VFXfriday #VFX #indiedev #BlackHole pic.twitter.com/flLSvyhtZA
— brine (@thebrineydepths) March 8, 2019
BAP BAP BAP BAP BAP ⚔️💫 #UE4 #screenshotsaturday #indiedev #gamedev #LoafTheGame pic.twitter.com/ZoIbwd05Dc
— WildArts (@wildartsdevs) March 9, 2019
Workin' on some new shaders. #gamedev #screenshotsaturday #VR pic.twitter.com/D6HbzqZXqm
— Eternal Starlight (@starlight2249) March 9, 2019
And now it bends! Forward-shaded grass with support for shadow casting/receiving, AO, lightmaps, LOD for the grass blades, vertex color tint and blending with terrain color. #madewithunity #screenshotsaturday #gamedev pic.twitter.com/wvZxmgPj7N
— Philipp Seifried (@PhilippSeifried) March 9, 2019
I tried to sculpt a monolith in #Houdini using booleans. And then I thought to make an effect playing around it 🙂 #vfx #realtime #goprocedural pic.twitter.com/ryAugkB6XD
— AntonioCappiello (@antonio_vfx) March 9, 2019
BREATHING IRIS
— Max Gittel (@maxSigma_) March 10, 2019
After many failed attempts I finally managed to write a little fluid simulation. Now I have so many new possibilities for new shader art!#unity3d #shader pic.twitter.com/EJtGYXqd21
Amplification Areas.#Unity #MadeWithUnity #Shader #Particles #gamedev #shadergraph pic.twitter.com/CvqO6Wtfan
— Garrexus (@Garrexus) March 7, 2019
I made a nifty little Magical Gem/Crystal Shader in #Unity3D today! I think its kind of cute. #RealtimeVFX pic.twitter.com/Rf6vFogTGm
— Natalie Frost (@NatalieFrostDev) March 9, 2019
Got inspired by Reaper from Overwatch, here's little portal effect. https://t.co/LTfyyZExuu#ue4 #UnrealEngine #VFX #FX #RealtimeVFX pic.twitter.com/OrxwZSoz7t
— Nadir (@NadirFXX) March 10, 2019
Putting this down for now because I wanna get back to my DX12 writeups, but it was really fun playing w/ water rendering. Surprisingly not too difficult compared to other topics, but getting details looking right takes effort. If there's interest I'll share the shader w/tutorial. pic.twitter.com/VsKDNJwlkm
— Alex Tardif (@longbool) March 10, 2019
At long last my talks from @siggraph 2015 on @DeusEx Mankind Divided and Rise of the @tombraider are finally available!https://t.co/g9GZBNRpM3@BartWronsk @Donzanoid
— Peter Sikachev (@PeterSikachev) February 5, 2019
A little thread on generating and rendering a procedural trajectory mesh! #madewithunity #unity3d pic.twitter.com/Yt1RQPelNW
— Freya Holmér (@FreyaHolmer) March 10, 2019
First test at the latest character in Arcus Chroma. Hes a fun allrounder character so far.
— GxGrain Son. (@GxGrainSon) March 10, 2019
If youre interested in play testing the game go over to my patreon: https://t.co/WGCsTqzvGM#gamedev #indiegame #FGC #Fightinggame #arcuschroma #pixelart #screenshotsaturday #IndieDev pic.twitter.com/WE4A43ayxh
whooosh. was that the waves or the joke?#gamedev #indiedev #indiegame #madewithunity pic.twitter.com/SyqbzBokmH
— Dan (@daaandev) March 10, 2019
Did this over the past few days during my stream, quite happy with the result.https://t.co/WuGTayHD3C
— Bartholomew (@Barthimo1) March 10, 2019
In case you want to come by sometimes. #kaboom #explosion #effects #animation #2danimation #2D pic.twitter.com/6sqmibDcWL
ᴀꜱᴛᴇʀᴏɪᴅ ᴀʙᴅᴜᴄᴛɪᴏɴ, result of last nights shader coding stream, 74 lines of #glsl #shader #code. Follow me on https://t.co/JPYOqzNCQq if you want to watch and chat live next time around. I'm doing breakdowns on requests 🙂 pic.twitter.com/MPXVt6aj0a
— LJ (@LJ_1102) March 11, 2019
@simonschreibt calls these "glitties" in his RIME talk and i love that so that's what they are in my code pic.twitter.com/SImbSqXUJl
— Jam 🌙 GDC (@swanijam) March 10, 2019
New weapon switch animations! #indiedev #gamedev #pixelart pic.twitter.com/GdJzlIh9gm
— BlackGarden (@BlackGardendev) March 11, 2019
Squiggly distance fields, now with animation! Versatile, flexible, but quite laborious pic.twitter.com/ExKs0x4A2Q
— Oskar Stålberg (@OskSta) March 11, 2019
Squiggly distance fields on mirrored UVs for fast and easy UI decorations. Distance field cutoff can be tweaked separately for borders and center. All one texture, just flipped around a bit.
— Oskar Stålberg (@OskSta) March 10, 2019
At the start of making @BadNorthGame, UI decoration was a pain, it is now a delight. pic.twitter.com/W6kkbDsMDo
I don't know why but I love this sequence.#gamedev #indiedev #madewithunity pic.twitter.com/ZvyYfbylxE
— Nico Recabarren (@Cabezotta) March 11, 2019
first attempt at some simple voxel rendering, shaded with stochastic ambient occlusion pic.twitter.com/4GciWy5R6D
— R∞pe Mä|«ínen❄ (@nnnnoby) March 11, 2019
Little more work on this. Rachael from the original Blade Runner. Blog post and more images below. All raw UE4 captures#UE4 #UnrealEngine #bladerunner #ZBrush #seanyoung #replicant #art #game #characterart pic.twitter.com/7YMn1JJHXt
— LIAM GRICE ♡ (@Liam_Grice) March 10, 2019
Here’s some progress on the grass effects for my next game! #screenshotsaturday #indiedev #gamedev #indiegames #games #shaders #unity3d #stopmotion pic.twitter.com/M3iTG9X0HN
— Eric Urban 🔜 @GDC (@Lub_Blub) March 2, 2019
Working on a planar reflection method that uses only a pre-rendered depth and color texture. pic.twitter.com/UEMWvAvlY6
— Thomas Kole (@ThomasKoleTA) February 26, 2019
i love…..all three of them #pokemon💧#sobble🌱#grookey🔥#scorbunny #pokemonswordshield #madewithunity pic.twitter.com/yXqiilX9LC
— rob @ i ✨💖✨ my girlfriend (@bobacupcake) March 11, 2019
The Egg is In Position pic.twitter.com/9eGyFY7erj
— GP (@mousefountain) March 12, 2019
New statue for Stones of Solace ~ 🌸
— Cosmic Muffin🌿 (@dzifyr) March 11, 2019
(project's thread : https://t.co/XpkHbvELt5)
😴 pic.twitter.com/Wi5HArI5KR
SUPER EXCITED to finally share FX from #BattleForAzeroth! Buckle up for a thread of GIF-dumping 😀
— ✨Sarah Carmody✨ 🔜 GDC (@sarahcarmody) September 12, 2018
To view everything in one place: https://t.co/ajkyuJB28A
To see the whole art blast from the FX team: https://t.co/KBHz5mlRpr pic.twitter.com/Fi158QmoNv
Close up from my hologram inspired by Horizon Zero Dawn 🙂 #UE4 #UnrealEngine #gamedev #HorizonZeroDawn #VFX #gameart #polycount #hzd #guerrillagames
— Shrimpsykate✨ (@ShrimpsyKate) March 9, 2019
#screenshotsaturday @Guerrilla @HorizonDawnZero pic.twitter.com/8VtoF1eOuP
repeat :x #VFX #Gamedev #RealtimeVFX #Ink pic.twitter.com/blNz6HTt4Q
— WreyQIN (@qinxianwen) March 12, 2019
I'm just obsessed with fluid simulation at this point.#madewithunity #gamedev #indiedev pic.twitter.com/jAW44reDAa
— Sørb (@SoerbGames) March 12, 2019
Finished another #VFX study! Going for a stylized, somewhat cartoony fire, fairly happy with how it came out. Playing with the amazing magic of custom vertex streams, particle shaders are ridiculously fun to make. #madewithunity #gamedev #realtimeVFX pic.twitter.com/KHrbAMVO3Q
— Skiph (@CephalopodSalad) March 13, 2019
Added gravity to the grapple. It adds a nice snap if you animate gravity over time along a curve that goes negative on impact pic.twitter.com/GpzOLbZPLi
— Beans (@keenanwoodall) March 12, 2019
I wanted to publish a tiny, free asset to the @AssetStore to get a feel for the platform. Here's my take on a clutterless, custom transform editor.
— Beans (@keenanwoodall) March 13, 2019
Asset Store: https://t.co/86xlXxUWzS
GitHub: https://t.co/fDo0ZeNijQ pic.twitter.com/p94TDANqKU
I fear that I might enjoy making tools for art than art itself.#houdini #procedural #gamedev #indiedev pic.twitter.com/GwAuO25PYI
— 𝖘𝖆𝖎𝖓𝖙 𝖛𝖚𝖑𝖙𝖚𝖗𝖊 (@stvulture) March 13, 2019
This project is all about driving visual effects with body movement! Very interesting combining the two in an interface. Each parameter can be mapped (in a bunch of different ways) to how you move your body.#leapmotion #unity #VR pic.twitter.com/8xbPekZQjy
— Noah Zucker🔜GDC (@Noah_Zr) January 11, 2019
There's no proper underwater rendering yet but due to the way water is drawn there currently is this cave like effect with a perfectly mirroring surface 🙂 pic.twitter.com/8SSDhGZMEN
— ktch (@ktch0) March 12, 2019
The development of new features for sculpt mode started in a new branch.
— Pablo Dobarro (@pablodp606) March 13, 2019
The new cursor, normal radius, new grab and trim brushes and 2D viewport panning have already been committed.
Now you can use Blender to sculpt hard surface and cheese. #b3dhttps://t.co/d6uVQCOJwM pic.twitter.com/ub735gV1ms
I've extended my @EightyLevel article and released it on my blog. It's about a #procedural river using #houdini in @UnrealEngine.
— Simon (@simonschreibt) January 7, 2019
Read: https://t.co/jy6Hdznjh7
Watch: https://t.co/TOyWLwYJqy@sidefx #gamedev pic.twitter.com/sSVtrurBU9
implemented @Peter_shirley 's "Ray Tracing in One Weekend". Here is a .exe for download (It use Unity's JobSystem & Burst compiler) https://t.co/w0JG4gKoRx pic.twitter.com/0NGGSqx5Hh
— NiloCat (@NiloCat_Colin) March 14, 2019
More screenshots of art experiments pic.twitter.com/T4hxFHLOMm
— Roman Smirnov (@_romansmirnov) March 14, 2019
Inspired by Metro's real-time GI, I took a shot at real-time ray tracing in #WebGL. The demo features diffuse GI, reflections and runs smooth on most modern GPUs. Check out the live demo and blogpost here: https://t.co/oC3xST0nHs#rtxon #raytracing pic.twitter.com/FKeqvFmTTR
— Reinder Nijhoff (@ReinderNijhoff) March 14, 2019
#madewithunity #toonshader #oculusmedium pic.twitter.com/6X0BscePaT
— Durk (@DurkatWork) March 14, 2019
Made a little breakdown of how I achieved the smooth shading on the foliage in my last experiment with stylized assets. The link takes you to the article.https://t.co/IxmH9s20BM#UE4 #UnrealEngine @polycount #gameart pic.twitter.com/PGVV3DE9hr
— Kristóf Lovas (@TheKristofLovas) March 14, 2019
Hey! I'm working with a cool team on a cool unannounced game, and we're looking for an art director. Please point your talented art director friends at me! I will be at GDC.
— Alan Hazelden (@Draknek) March 14, 2019
Some of us worked on A Good Snowman and Cosmic Express, the new game is that + exploration + narrative. pic.twitter.com/MGRT7IPLwM
Road Editor now supports very messy curves even 😊 #PopulusRun #houdini #proceduralart #madewithunity #gamedev #indiedev #igdev #unity #indiedevhour #gamedesign #gamedevblog pic.twitter.com/JTlaQQHyim
— Alexey Kalinin (@_alexeykalinin) March 14, 2019
My second coding adventure video is out — in which I learn a little about compute shaders and then try use them to speed up my terrain erosion simulation.https://t.co/zEh8hXisNz#gamedev #unity3d #madewithunity
— Sebastian Lague (@SebastianLague) March 15, 2019
ᴀɴᴅ ʏᴏᴜ ᴛʜᴏᴜɢʜᴛ ʏᴏᴜʀ ʙᴏss ᴡᴀs ᴀ ᴍᴏɴsᴛᴇʀ 😈
— AGGRO💢🦀CRAB 🗡 GDC (@AggroCrabGames) March 14, 2019
we're bringing this bad boy to GDC real soon. think you can take him?https://t.co/WtWh4EdZUS pic.twitter.com/CEMr8hhNMb
New animation made in VR last night! I love being able to execute a character animation without having to set up a rig. I also did some renders in Unreal. You can see it on 3D on @Sketchfab ! https://t.co/gLRzanIMZZ pic.twitter.com/eZiFBLqf9Q
— Nick Ladd! (@NickTheLadd) March 13, 2019
Hi, let's talk about how I animate liquid for @JennyLeClue and one of the key animation principles: ✨OFFSET✨ (1/4) pic.twitter.com/vI8UY1pfzf
— Joe Detectivu Russ (@Mografi_Joe) March 14, 2019
FRIENDS! are you using @Unity3D 2018.3 and miss editing a prefabs root game object like, direct in the inspector? I DO! its the biggest weakness in the new prefab system! GOOD NEWS – unity are looking for feedback on a preview build that adds exactly thathttps://t.co/F89lUJ9dsd pic.twitter.com/9OGBXet30V
— Lotte 'just an idiot' May 💖🍓🌈🐹🎮☕🍫🍩 (@LotteMakesStuff) March 15, 2019
Same fluid surface as last time, but with different roughness and scattering parameters again.
— 2DBros. (@2DBrosOfficial) March 15, 2019
High surface roughness + strong scattering give us this goo-like appearance.
First and last shot have MSSAO applied on top.#gamedev #indiedev #rendering #gpu #shader #glsl #opengl #cgi pic.twitter.com/LnrWwdAiaH
A short mood trailer for Country Home, a life simulation game currently in development. 🍀Explore the french country side and take part of this cosy little world ! #unrealengine #indiegame #gameart #gamedev #indiedev #u4 pic.twitter.com/Rpft3y0ri1
— Heline 🐹🚲 GDC (@HermineRenarde) March 15, 2019