12/12
ending this with the song i'm currently listening to:
first period by Rei Harakami
www.youtube.com/watch?v=8IGD...
toodles
@perpetualpilot.bsky.social
nihowdy / game dev MFA @ SCAD - https://jetni.carrd.co/
12/12
ending this with the song i'm currently listening to:
first period by Rei Harakami
www.youtube.com/watch?v=8IGD...
toodles
11/12
thoughts & reflections (pt 2):
- i think the glass material/fresneling needs to be tweaked a bit more in UE5
- overall, we haven't achieved the flat color lighting stuff we ideally want so that will be a continuous work in progress that needs to be immediately addressed
10/12
thoughts & reflections:
- i actually really enjoyed being scrum master and doing scrumming duties, as long as people actually replied
- stylized texturing is a lot more difficult than it seems, and getting a whole team to do it consistently is another big hurdle
09/12
our beautiful corner setup has been a group effort with everyone touching the lights/post-processing/set dressing at various points
08/12
making sure the jars/potion bottles were properly setup took a lot of time to do right, as there needed to be 3 different material slots had to be carried through from blender to substance to UE5
the glass material was further tweaked in UE5 for fresneling
07/12
I also modeled + texturing various jars/potion bottles but went a bit overboard future-proofing by creating versions where the jar glass/topper/liquid meshes & textures are combined and then also separated in case we want to have just the jar meshes to house non-liquid stuff
06/12
we started putting together a little scene for a beautiful corner but as you can see, the lighting/coloring still looks muddy and off so we are messing with the tone mapping/lighting to try to get that more flat style
05/12
additional texturing updates from last dev logs models
we are really trying to make our game look like how the substance texturing looks when it's just the base color layer, but it's been an ongoing process of figuring out the UE5 settings for that
04/12
after some practice sessions, we settled on the general flats style with some AO and lighting/gradient overlays as the main texturing direction, though we are still fine tuning this
the tub from last sprint as an example (with some model tweaks)
03/12
shortly after this sprint started, the members of our team + others participated in the 2026 global game jam, one of the props I made was a masking tape gun and we liked how the texturing looked when it was shaded with just basic flats, so we decided to explore that for R2W art style
02/12
one of the big challenges of this sprint was trying to nail down a cohesive texturing style for all the artists on our team to follow that was doable within our scope/timeline, we ended up losing time exploring various options that all kind of flopped for different reasons
01/12
starting off, I took on the role of Scrum Master this cycle so the first task I set for myself is re-organizing the scrum sheet layout to something that makes more sense to me/the team this mostly involved separating sections for each person rather than by the overarching deliverable
๐งต"Rags to Witches" Dev Logs: Sprint 02 ๐งต
*part of ongoing game dev process for
@dmawdev.bsky.social's production class ๐ซก
**follow our studio!
@ghotigames.bsky.social
#gamedev #indiedev
๐นjust noticed the first post with the rags to witches logo is messed up because bluesky doesn't fully support transparent pngs
29.01.2026 16:41 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 014/14
ending this with the song i'm currently listening to:
jelly by CAPSULE
www.youtube.com/watch?v=OIIV...
ciao
13/14
thoughts and reflections (pt2):
- need to work on my beveling methods a bit better, the blender bevel modifier is a bit hit or miss for the style we are trying to do adhere to
- next cycle will have a lot more to update on art-wise! everything you see should be textured by then
12/14
thoughts and reflections:
- wish i had a bit more time to explore logo designs so they aren't just wordmarks
- synthesizing everyone's thoughts into a singular game document is hard!
- first time doing stylized/lowish-poly modeling so def a learning curve of not modeling how I'm used to
11/14
lastly i put together and edited our sprint updates presentation for class with the help of each member of our studio ๐
10/14
baggage tub! you know, the thing you put your stuff into when you have to maybe remove your shoes and laptop at the whimsy of whichever agent is on duty
it is this shape because i got inspired by some medieval bathing tubs
09/14
baggage scanner pumpkin! there will either be some sort vfx or cloth situation for either opening for the baggage tub (see below) to pass through and be scanned
no "conveyer" atm because was planning on creating a tiling pattern then applying to a plane within engine once this is assembled
08/14
modular assets for the baggage scanner part, intended so we can build out either side of the pumpkin (see below) depending on the size of our final environment area
07/14
body scanner! planning on texturing the base dais with runes/glyphs and then have some sort of a flame vfx within the lantern, so they would light up or glow depending on if someone passes/fails the body scanning
06/14
jk here's a nicer shot of the final assets i made, just screenshotted from the viewport
i'm kinda bad at sticking to the concept art if I did the original concepting so some big changes happened between the sketch and the final model
but this is the imagined layout within the game
05/14
started modeling with blender, but unfortunately I am very bad at documenting my process so here is the blender file with everything I did/iterated at once (one day I will have one of those fancy timelapses)
04/14
for the environment art, I am in charge of creating models for our game's equivalent of the airport tsa body/baggage scanning area
pairing that with our magic/fantasy/medieval-esque theme, i sketched out some concepts & started sourcing refs for a pureref board
03/14
took the studio logo and converted it into a splash screen that will appear at the start of our finalized game using after effects
02/14
Transitioned into created some branding elements for our studio/game, not shown are the 10+ other fonts considered for which typeface to use before this final iterative process started (i love fonts <3)
01/14
Started off this sprint working on a lot of pre-production stuff (i.e. design document, organizing files, managing server, etc.), but from those am most excited about the art bible co-created w @heathermarra.bsky.social! She everything on the art side while I focused on design/layout/ui
๐งต"Rags to Witches" Dev Logs: Sprint 01 ๐งต
*part of ongoing game dev process for @dmawdev.bsky.social's production class ๐ซก
**follow our studio @ghotigames.bsky.social
Classified written in red over screenshot of game documentation
Sprint 1 Thread:
Every game project starts with the documentation, but if I showed it to you, that would spoil everything we have planned! I'm glad to have written it up early with @perpetualpilot.bsky.social and @sonyasambhu.bsky.social, but for now I'm just going to drip-feed what we have so far.