Oleksandr Maziura gamedev ๐ŸŽฎ's Avatar

Oleksandr Maziura gamedev ๐ŸŽฎ

@tr0n.bsky.social

Game artist ๐Ÿ‡บ๐Ÿ‡ฆ 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

136 Followers  |  85 Following  |  112 Posts  |  Joined: 24.07.2023  |  1.8087

Latest posts by tr0n.bsky.social on Bluesky


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Gate of Hell from my FPS demo project Azimuth Cold.
#gamedev #indiedev #unrealengine #screenshotsaturday #UE5 #unreal

13.02.2026 14:08 โ€” ๐Ÿ‘ 11    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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

11.02.2026 20:17 โ€” ๐Ÿ‘ 12    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Back to my FPS project. I worked on some environment.
#UnrealEngine #UE5 #gamedev #indiedev

Beacon says: Warning! Paranormal Activity

02.02.2026 12:20 โ€” ๐Ÿ‘ 11    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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#DERELIKT will release this year - a narrative retro FPS inspired by Alien Resurrection, Doom 3 and System Shock 2. ๐Ÿช #screenshotsaturday #ps1 #psx #hauntedps1

01.02.2026 13:06 โ€” ๐Ÿ‘ 158    ๐Ÿ” 39    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 3

Stellar

17.01.2026 12:19 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Added 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€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Phew, 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

05.01.2026 15:49 โ€” ๐Ÿ‘ 7    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Spotted it day one haha

21.12.2025 09:59 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Our 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, repost๐Ÿ” & help an indie out!

We've become the highest-rated tactical RPG released on Steam this year. ๐Ÿ™Œ

18.12.2025 19:16 โ€” ๐Ÿ‘ 32    ๐Ÿ” 16    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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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

11.12.2025 13:16 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Another character for my FPS project Azimuth Cold
#IndieDev #Gamedev #Gameart #Unreal

09.12.2025 12:42 โ€” ๐Ÿ‘ 16    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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

02.12.2025 13:18 โ€” ๐Ÿ‘ 11    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Oh yeah, here you can just enable Always Reset on Entry in the state machine.

27.11.2025 11:36 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Continue work on my #UE5 prototype FPS project. ๐Ÿ› ๏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

27.11.2025 11:35 โ€” ๐Ÿ‘ 8    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

So both the loop and montage are aligned. Thereโ€™s no robotic snap at the end because the blend-out time isnโ€™t zero, I just need to keep in mind how the idle animation continues afterward.

This issue isnโ€™t noticeable for walking or running, since those have much more movement.

24.11.2025 18:39 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

If 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 donโ€™t 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 montageโ€™s animation detail.

24.11.2025 18:39 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Because 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€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

In 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.

24.11.2025 18:39 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Working on FPV animations for my project and noticed something I didnโ€™t think much about before.
Iโ€™m 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. ๐Ÿ‘‡
#gamedev #gameart #solodev #indiedev

24.11.2025 18:39 โ€” ๐Ÿ‘ 12    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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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

22.11.2025 20:06 โ€” ๐Ÿ‘ 6    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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โ€ชPosting the next one! Got few more.
Yeah, this is still weapon for my #FPS project Azimuth Cold
#gamedev #gameart #indiedev #weapon #blender

20.11.2025 14:20 โ€” ๐Ÿ‘ 12    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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

19.11.2025 12:28 โ€” ๐Ÿ‘ 10    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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 โ€ช #indiedev #solodev #3Dart #UnrealEngine #UE5 #gamedev

18.11.2025 13:00 โ€” ๐Ÿ‘ 9    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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.

18.11.2025 08:11 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Love the capsule art, looks dope

17.11.2025 19:45 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Moving 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 โ€ช #indiedev #solodev #3Dart #UnrealEngine #UE5 #gamedev

17.11.2025 14:00 โ€” ๐Ÿ‘ 8    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Thanks a lot, I appreciate it

14.11.2025 18:19 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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While we are here:

14.11.2025 13:12 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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โ€ชAlrighty, 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!
โ€ช #indiedev #solodev #3Dart #UnrealEngine #UE5 #gamedev

14.11.2025 13:12 โ€” ๐Ÿ‘ 13    ๐Ÿ” 3    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

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