Putting together the boring technical pages of the fake manual first..enjoying myself though + got to spend an evening reading through PS1 manuals for research. I love how they overexplain everything
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@stuwhen.bsky.social
musician and occasional indie dev he/him ๐ณ๏ธโ๐ https://www.yourworldoftext.com/~stuwhen/
Putting together the boring technical pages of the fake manual first..enjoying myself though + got to spend an evening reading through PS1 manuals for research. I love how they overexplain everything
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Procrastinating by making fake manual pages. Getting really into the idea of spreading encoded text around the environments to provide extra worldbuilding, secrets + whatnot. I love the thought of someone actually sitting with pen and paper trying to piece it together
#gamedev #indiedev #gamemanual
yes! and Jak and Daxter, I remember they had a similar thing with the precursor(?) alphabet, I printed off the chart with the symbols and spending ages as a 12yo going round and translating all the signs and whatnot. never let it be said that I wasn't an absolute geek
30.01.2026 22:36 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0A series of strange symbols
In lighter news, I made a silly font for worldbuilding purposes, signposts/environmental text etc.
might be fun to hide messages with it, if people can work out which symbol corresponds to which letter
#gamedev #indiedev
for 20 years I have actively rejected looking back, never sentimental about anything, just moving on and moving on and now I'm in my 30s and I know that I should have held on to EVERYTHING.
it's hard to see what was lost along the way.
I think I might take a break from the computer for a while.
also, realised from reading MSN chatlogs and whatnot that I was undoubtedly groomed by a guy in his mid 20s when I was 13. so that was....difficult.. recontextualising something I thought I understood at the time, looking back now at 32 years old.
fuck it's just been a LOT
The past few weeks have been...weird
I found an old hard drive I used from 2006-2010, which contained EVERYTHING.
I was so young. so different, so hopeful + creative. I had so many friends. I had so much FUN
Life slowly pulled me away from all of that + it has made me sad
can I ever get it back?
oh my god idk if it was yesterdays episode where she fell of a chair screaming JESUS WEPT god love her
21.01.2026 16:36 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Fantastic news, followed your posts for a while and really pleased to hear that ๐ฅณ
21.01.2026 16:29 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0LOVE THIS Iโm buying it asap
12.01.2026 15:00 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0more animation!
i used to make little stop motion animations when I was like 9 using a terrible webcam + some clay + remember my dad bought me a book on like techniques of animation. all these years later I'm getting to apply them
lil running fellow!
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Climbing animation!
playing w/ my DIY vertex weighting system for animation,
easy to grab + stretch parts of model, no complex heirarchy of bones, each limb can have a min/max range of motion defined by me
look at him go :D
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Look at this little fellow go
30.12.2025 11:57 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0i hate using bones. fiddly, complex heirarchy, bugs w/ positions sticking
used vertex colour to create a weight system + use RGB channels as alpha in lerps to transform positions of verts w/ the shader
can set min/max positions for each part + move w/ friendly sliders
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intentionally breaking the VRAM for a laugh
merry christmas eve!
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experimenting w/ mind boggling effects
taking a portion of the tex atlas from VRAM + scrolling within its own tile, or tiling only that portion not the whole thing, was a ball ache
its silly + complicated + there are far easier ways to do this stuff but I'm having FUN
#gamedev #indiedev #unity3d
here is the fake PS1 VRAM that I put together to create the menu inside one shader (with a script to change values based on input)
there are far easier ways to go about this, but it's been SO much fun recreating stuff like this but with the added benefit of modern tools
#gamedev #indiedev #unity3d
final post about menus, I SWEAR
pretty much finished (apart from "options" menu)
idk if anyone is interested in a deeper dive on how it's put together in one shader?
ps: i will always maintain that subtractive fading out/in looks better than a smooth even lerp.
#gamedev #indiedev #unity3d #UI
finally added something v special, I was putting it off for ages, bc it was hard but....
framebuffer feedback fx!
One of the best fx on the PS1 used in battle transitions, entering levels in Crash 3, fake motion blur in MGS etc.
it's not perfect yet but I LIKE IT
#gamedev #indiedev #unity3d #ps1
another menu update !!
now done entirely inside 1 shader. a script reads controller input and sends values.
all sub menus, cursors, FX, and dynamic BG are actually a complex bunch of UV manipulations on ONE texture atlas, all blended together in different ways!
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A cathedral looms over three and four storey buildings and their backyards.
A detail of a drawing of a cathedral tower and a dense group of city centre buildings. Some pigeons on a roof add a sign of life.
Close up of a pencil drawing of a cathedral with a central tower peeping between two closer towers.
As we headed into a 2nd wave of Covid in 2020, drawing York Minster seemed to offer a way of keeping steady, a little less worried. I added some pigeons (doves?) to show a bit of life.
#ArchitecturalIllustration
#Pencil #drawing
#ArtShare
I grew up in & around York! I love it very much and this is wonderful work
25.11.2025 17:10 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Yeah that combined with the clone brush to smooth the joins is excellent, Iโm not very experienced with any of this stuff but itโs made it very easy
24.11.2025 12:40 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0basically as long as the textures tile neatly overall (which I check using Krita and the wrap-around mode) it works. sometimes I need to rotate the UVs of certain faces as they don't always point in the same direction
short answer: manually !
with things like the cliffs, walls, detailing and hedges etc, where the texs are larger, I use smaller chunks of the texs for connected faces - which takes longer but allows me to have a larger texture over a larger area rather than it being really small and noisy
24.11.2025 12:09 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0thanks :D
no real trick, it's done manually - rather than unwrapping UVs - i reset them so every face has the entire atlas texture on it, then select eg. the faces I want to be grass + manually scale the UVs for all those faces down so they cover only the portion of the atlas that has the grass tex
the wall tex size is a bit overkill to take up that much of the atlas, so that will shrink!
24.11.2025 00:05 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0closer look at my new textures (besides the grass and water which I still liked)
still fitting into the texture atlas, but no longer using uniform squares
trying a holistic approach, diff sizes based on how detailed texs are, how close they will get to the cam, etc
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these 4 notes are used throughout the music i've written for this project, they appear everywhere in different ways, sometimes as melody, sometimes as bassline, inverted, reversed, as chords.....etc. (2/2)
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still working on this, making the textures a bit more interesting, quick comparison + some piano I recorded this morning (1/2)
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