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Jet

@perpetualpilot.bsky.social

nihowdy / game dev MFA @ SCAD - https://jetni.carrd.co/

16 Followers  |  27 Following  |  29 Posts  |  Joined: 14.10.2023  |  2.2774

Latest posts by perpetualpilot.bsky.social on Bluesky

first period
YouTube video by Rei Harakami - Topic first period

12/12
ending this with the song i'm currently listening to:
first period by Rei Harakami
www.youtube.com/watch?v=8IGD...

toodles

10.02.2026 21:42 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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

10.02.2026 21:42 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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

10.02.2026 21:42 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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09/12

our beautiful corner setup has been a group effort with everyone touching the lights/post-processing/set dressing at various points

10.02.2026 21:42 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

10.02.2026 21:42 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

10.02.2026 21:42 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

10.02.2026 21:42 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

10.02.2026 21:42 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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)

10.02.2026 21:42 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

10.02.2026 21:42 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

10.02.2026 21:42 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

10.02.2026 21:42 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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๐Ÿงต"Rags to Witches" Dev Logs: Sprint 02 ๐Ÿงต

*part of ongoing game dev process for
@dmawdev.bsky.social's production class ๐Ÿซก

**follow our studio!
@ghotigames.bsky.social

#gamedev #indiedev

10.02.2026 21:42 โ€” ๐Ÿ‘ 9    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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๐Ÿ‘นjust 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€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
jelly (album-edit)
YouTube video by CAPSULE - Topic jelly (album-edit)

14/14

ending this with the song i'm currently listening to:
jelly by CAPSULE
www.youtube.com/watch?v=OIIV...

ciao

29.01.2026 06:57 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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

29.01.2026 06:56 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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

29.01.2026 06:56 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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11/14

lastly i put together and edited our sprint updates presentation for class with the help of each member of our studio ๐ŸŒŸ

29.01.2026 06:56 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

29.01.2026 06:56 โ€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

29.01.2026 06:56 โ€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

29.01.2026 06:56 โ€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

29.01.2026 06:56 โ€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

29.01.2026 06:56 โ€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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)

29.01.2026 06:56 โ€” ๐Ÿ‘ 5    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

29.01.2026 06:56 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

29.01.2026 06:56 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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)

29.01.2026 06:56 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

29.01.2026 06:56 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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๐Ÿงต"Rags to Witches" Dev Logs: Sprint 01 ๐Ÿงต

*part of ongoing game dev process for @dmawdev.bsky.social's production class ๐Ÿซก

**follow our studio @ghotigames.bsky.social

29.01.2026 06:56 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Classified written in red over screenshot of game documentation

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.

29.01.2026 01:53 โ€” ๐Ÿ‘ 4    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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