Flex

Flex

@flexrmn.bsky.social

3D & Tech Artist based in Stockholm. Currently at SomethingWeMade, formerly at Toca Boca, Anarcute & Klondike. Always open for collabs and freelance 🌟 He/him

195 Followers 81 Following 21 Posts Joined Jul 2025
1 week ago
YouTube
TOEM 2 Platforms Trailer - Coming this Summer! YouTube video by Something We Made

Tie your sneakers and ready your camera πŸ“Έ

TOEM 2 is launching this summer on Steam, PlayStation 5 and Nintendo Switch

Add to your Steam Wishlist: store.steampowered.com/app/2900640/...

πŸ“Ί youtu.be/ttHxdcIOo00

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2 months ago
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Hey hey #portfolioday I'm a game artist, art director and character designer!

I love designing colorful creatures and characters, and doing a bit of everything on the projects I'm on!

I'm available for freelance work this year~
lucieviatge.art

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4 months ago
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7 months ago

It's a pretty deep rabbit hole too. I remember reading about the Uncharted 4 chickens being animated similarly, but storing the vertex positions over time in a texture.

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7 months ago

It's all vertex color :)

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7 months ago
YouTube
How scrolling textures gave Super Mario Galaxy 2 its charm YouTube video by Jasper

Wanted to try out to mimic the Mario Galaxy method seen in this video (at timestamp).

It nails a specific "feel" of the water, with the small ripples, I don't see in many other games.

youtu.be/8rCRsOLiO7k?...

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7 months ago
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Water shader I did a few months ago

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8 months ago
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A surprisingly efficient way to give a lot of personality to each different critter is to add a bit of perlin noise to the movement. Makes it all feel very natural.

Higher noise frequency -> more hectic
Higher noise strength -> more erratic

Here's a comparison of different settings:

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8 months ago
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An old random experiment I'm very happy with:
I wanted to make critters you cannot "interact" with as a player.

So I made a simple script where the critters idle around a specific area, and if the player gets too close, they go to a hiding spot, and spawn back later if the player is away.

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8 months ago

Would love to work on it again though!

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8 months ago

Wanted to make something simple on Game Maker, but things easily get out of hand even with a closed system like this.

I find it hard to organize a clean library of game features and keep track of everything. I wonder how people do it on big projects ):

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8 months ago
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Some old prototype:
You're on an island with a handful of items that can interact with another.

You interact by holding and waving items around with the wasd keys.

It was meant to be a micro crafting/puzzle game with a tightly closed loop of objects. Very inspired by Minit's minimalism.

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8 months ago
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The "animation" is just a set of sines on XYZ position, rotation and scale. You can honestly do pretty much everything you want with the right pivots.

The sound is the cherry on top that ties everything together, kudos to the incredible sound people of Toca.

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8 months ago
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A simple script for knocking props:
I needed objects to have wobble animations with a "soft" reset if another player knocks the same object.

So it's just a looping "wobble" that can just vary in intensity. Knocking the object just increment the slowly decaying wobble strength.

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8 months ago
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Hello! I'm FΓ©lix, I do 3D Art for games: Modelling, Shaders, Vfx, Animation but also a bit of code & design, you name it.

I'm currently very much looking for new work so feel free to reach out!
I worked at Toca Boca and previously on Anarcute and at Klondike.
See you around πŸ‘‹βœ¨

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8 months ago
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And with some very creative UV mapping, It also works wonders with little insects and other critters!

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8 months ago
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V axis is strength and U is an offset of the sine motion. Some examples of mappings for different fishes:

For the 1st fish, you want the head of the fish to stay steady (uv 1,0) and the rest of the body to progressively lag behind until the tail which moves a lot (uv 0,1)

Hope that makes sense πŸ™ˆ

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8 months ago
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Based on the fishes in ABZU, the animation is a set of sines motions and extrusions. It uses the UVs to preset an intensity and offset of the motion (see next post).

It's surprisingly versatile and convincing! On top of being super cheap to make and run :)

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8 months ago
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Some fishes animated by shaders! Explanation in the thread:
(Models by Spelkraft, @dorianbeaugendre.bsky.social & me)

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8 months ago
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Best trick I learnt is: You can achieve the shaded side of the cloud by comparing the sun direction and the tangent of the skybox hemisphere, then using it to slightly offset a "shaded" copy of the clouds.

Particularly visible here, with also a bit of fake cloud transparency :)

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8 months ago
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The clouds are just a layered bubbly noise, mapped on a hemisphere with super stretched uvs (more visible at the end of the video).

Does a great job of giving a sense of the clouds going over the horizon.

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8 months ago
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Let's start with a pretty skybox :)

This one I wanted to work like AC New Horizons, with big puffy clouds and many controls over light, wind, cloud coverage, etc...
Notable tidbits below:

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8 months ago

Hello πŸ‘‹
I'm back from the dead ✨

I'm no longer working at Toca Boca and am looking for work! If you are ever in need of a 3D artist and dev, feel free to reach out!

In the meantime, I will start posting some cool 3D and code from the projects I have worked on over these many years.

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