Gate of Hell from my FPS demo project Azimuth Cold.
#gamedev #indiedev #unrealengine #screenshotsaturday #UE5 #unreal
@tr0n.bsky.social
Game artist ๐บ๐ฆ https://www.youtube.com/@TronWorks https://www.instagram.com/omaziura/ https://www.artstation.com/sigmatron Controlling mega and red armor since 1991. #gamedev #gameart #3d
Gate of Hell from my FPS demo project Azimuth Cold.
#gamedev #indiedev #unrealengine #screenshotsaturday #UE5 #unreal
Stretched my VFX muscles a bit.
Mixed known and new(for me) tech: Niagara/Cascade, VDB, HLSL, and Mesh shaders.
It was fun and fast. It would be nice to try make the fire with ray marching so it becomes volumetric, cuz right now, it is too flat. Well, next time
#gamedev #indiedev #vfx #UE5 #gameart
Back to my FPS project. I worked on some environment.
#UnrealEngine #UE5 #gamedev #indiedev
Beacon says: Warning! Paranormal Activity
#DERELIKT will release this year - a narrative retro FPS inspired by Alien Resurrection, Doom 3 and System Shock 2. ๐ช #screenshotsaturday #ps1 #psx #hauntedps1
01.02.2026 13:06 โ ๐ 158 ๐ 39 ๐ฌ 0 ๐ 3Stellar
17.01.2026 12:19 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Added ammo restock system to my #FPS Azimuth Cold. So character basically pulls mag from the rifle and insert's bullet into it one by one. I am not sure if that is an amazing idea from gamedesign perspective, but it looks fun #gamedev #indidev #gameart #unreal #animation
13.01.2026 10:14 โ ๐ 3 ๐ 1 ๐ฌ 0 ๐ 0Phew, so much for active posting, huh.
I added an active reload system to my #FPS Azimuth Cold, similar to Gears of War.
Also added Tactical reload - when player has a bullet in the barrel and Emergency variant when not.
#gamedev #indidev #gameart #unreal #animation
Spotted it day one haha
21.12.2025 09:59 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Our Steam Winter Sale discount (deepest since full launch) is live now: store.steampowered.com/app/1021210/...
If you know fans of XCOM, Shadowrun, Invisible, Inc, or any in-depth tactics games, repost๐ & help an indie out!
We've become the highest-rated tactical RPG released on Steam this year. ๐
Having fun with #godot and #raspberrypi
My robot hand based on robotnanohand.com project.
But It controlled via animation clips exported from #maya #rigging and interpreted by script which played on the hardware hand. To select animations I plan to use Godot app as frontend #robotics
Slow for now
Another character for my FPS project Azimuth Cold
#IndieDev #Gamedev #Gameart #Unreal
Update on my FPS project: Azimuth Cold
- Added base locomotion system, mixed it with procedural animations for sway, delay, crouch and jump.
- First person body + animations + logic
- Added run
- Added stamina system
- Dash
- Added some sounds
#IndieDev #Gamedev #Gameart #Unreal
Oh yeah, here you can just enable Always Reset on Entry in the state machine.
27.11.2025 11:36 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Continue work on my #UE5 prototype FPS project. ๐ ๏ธ
Rigged hands, weapon, integrated in hashtag
#Unreal and set up procedural animations for movement crouching and other systems.
Today I'm showing weapon pickup.
#gamedev #gameart #Indiedev #Solodev #game #Unrealengine #3Dart
So both the loop and montage are aligned. Thereโs no robotic snap at the end because the blend-out time isnโt zero, I just need to keep in mind how the idle animation continues afterward.
This issue isnโt noticeable for walking or running, since those have much more movement.
My solution is to create an additional state in the state machine that is basically a static base pose. When the montage starts blending in, I switch to this static pose state. When the montage ends, I return to the desired loop state (idle, for example), so the loop starts again from the base pose
24.11.2025 18:39 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0If montage starts with an action it's ok, but when the montage blends out it can become noticeable if the flow of the loop and the end of the montage donโt match. This results in a visible blend, and if I set the blend-out time too long, it can even eat into some of the montageโs animation detail.
24.11.2025 18:39 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Because the montage always starts at a random moment relative to the loop cycle, I need some blend time when transitioning.
24.11.2025 18:39 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0In my DCC software, I also have a base pose that is used as the start and end for all animations.
When I blend a montage on top of the state (basically blending over the underlying loop animation), the state animation continues to play and the montage blends in.
Working on FPV animations for my project and noticed something I didnโt think much about before.
Iโm using an Animation State Machine for looped animations like idle, walk, run, etc., and Montages that blend on top of them, driven by gameplay logic. ๐
#gamedev #gameart #solodev #indiedev
Okay, I am done with the weapon, next stop - animations. But first, check out these renders. Now in vertical formant!
#FPS project Azimuth Cold
#gamedev #gameart #indiedev #weapon #blender
โชPosting the next one! Got few more.
Yeah, this is still weapon for my #FPS project Azimuth Cold
#gamedev #gameart #indiedev #weapon #blender
Moving forward with my portfolio project. Wrapped rifle texturing. Overall, my approach in asset production is keeping the final picture in mind. Understanding where and how it will be used drives the amount of details that should be put into it.
#gamedev #gameart #indiedev #weapon #blender
I am done with weapon texturing for my project Azimuth Cold.
And I got quite a few slow turning animations. I will post each one of them haha.
#FPS โช #indiedev #solodev #3Dart #UnrealEngine #UE5 #gamedev
Following this logic, they can put Kojima Productions in indie as well.
Indie doesn't mean independent, this term evolved, and it rather represents scale and scope of the game.
Love the capsule art, looks dope
17.11.2025 19:45 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Moving forward with my FPS project Azimuth Cold. Currently working on the weapon, which will take a lot of space in a player viewport, so I spent some time modeling it.
Did it old-school with SubD approach.
#FPS โช #indiedev #solodev #3Dart #UnrealEngine #UE5 #gamedev
Thanks a lot, I appreciate it
14.11.2025 18:19 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0While we are here:
14.11.2025 13:12 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0โชAlrighty, I'm wrapping presentation of the character with the turntable.
After that, I am moving forward to the next hero asset - weapon. It is an #FPS after all. Cheers!
โช #indiedev #solodev #3Dart #UnrealEngine #UE5 #gamedev