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347
3 years ago

3D characters are getting really scary, am I right!? 😱

Here's one I made using Unreal Engine's Metahuman... you can even see the skin change color when it compresses!




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#Devruary Day 9: What's your favorite part of game dev? As I've mentioned before, I love being able to create my own worlds to explore! I also really like sound design, it's a fun way to add a lot of detail to the experience.

#Devruary Day 18: Which game dev inspires you most?

I'm really inspired by the developers behind No Man's Sky, Hello Games. They never gave up on their game after a failed launch, and made free updates for 10 years turning it into an amazing game today!

#Devruary Day 4: What keeps you making games when it gets tough?

I love creating worlds (just like the games I mentioned inspiring me), so sometimes the motivation is being able to see those worlds come together and explore them myself!

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

Here are some more renders of the puzzle box I made in #Blender for my game "What Was Found at Ravenhill"

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

#Devruary Day 10: What's your least favorite part of game dev?

Ngl, although I can do it, coding is the least enjoyable part of game dev to me Even with visual scripting tools it can be hard... Pictured some code from my game Rivet

#Devruary Day 12: What tool or plugin saves you the most time in game dev? The Node Wrangler Plug-in for Blender saves me loads of time setting up materials! You just select your textures and with one click of a button they're all connected and set up!

Happy Devruary! Devruary Day 16 celebrates @balladrion ! He's the developer behind Balladrion, a 3D rogue-lite action RPG set in a magical fantasy world. We also have a question for the devs of Game Jolt: What feature almost broke your game?

#Devruary Day 16: What feature almost broke your game?

Moving things in pixels per second almost broke our game... When testing the game at 120fps everything moved in double time, so I had to add extra math to each line of code to calculate frame rate