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Moth Doctor

@mothdoctor.bsky.social

Technical Director at Fool's Theory. Working on The Witcher 1 remake. Recently released The Thaumaturge. Awarded with #BAFTA for #EthanCarter.

80 Followers  |  45 Following  |  2 Posts  |  Joined: 01.11.2024  |  1.4146

Latest posts by mothdoctor.bsky.social on Bluesky


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Data Driven CVars in #UnrealEngine5

In Unreal Engine 5, you can add custom data driven console variables within Project Settings->Engine->Data Driven CVars that you can listen for through delegates of its subsystem. All CVars are written to the DefaultEngine.ini file #gamedev #gamedevelopment

29.03.2025 17:25 β€” πŸ‘ 15    πŸ” 8    πŸ’¬ 0    πŸ“Œ 0
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The recruitment process for a technical artist is still an arduous process. It's not easy to find a person who fits your particular definition of the role. What if we...grew them internally instead? Let me reveal: the tech art hatching pod. Genetically engineered to your needs

24.12.2024 09:02 β€” πŸ‘ 22    πŸ” 1    πŸ’¬ 2    πŸ“Œ 0
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Flow v2.0 Design-agnostic node system for scripting game’s flow in Unreal Engine - MothCocoon/FlowGraph

There's a new pre-compiled release of the Flow Graph plugin for UE5.

This is a community-driven release. This time it includes two big features contributed by Riot Games: AddOns and Data Pins! This is the reason to bump the major version to 2.0!

github.com/MothCocoon/F...

15.12.2024 19:49 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Visual Assets in UE5 are designed to solve most of overhead when creating/downloading a new branch. Aim is avoid downloading actual data of textures, sounds, meshes, hopefully animations. It still leaves a few gigabytes to download, but that's a huge difference already :)

05.12.2024 16:26 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Unreal Engine 5.5 Performance Highlights The following Highlights are taken from the Unreal Engine 5.5 Release Notes and focus primarily on real-time game performance on PC and consoles. My personal highlights have some commentary on them an...

Unreal 5.5 has a LOT of great additions for profiling, performance and optimization. I've compiled a list of the most interesting changes, with some commentary.

www.tomlooman.com/unreal-engin...

These awesome features and improvements will be included in my Game Optimization Course asap!

19.11.2024 13:08 β€” πŸ‘ 84    πŸ” 17    πŸ’¬ 1    πŸ“Œ 0
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Data Validators in Unreal Engine are great, but they only notify you of what's wrong. Team members might still come to you and say "it gives me an error, can you fix it?"

Well, Aaron Bostrom from Tanglewood just showed me that you can now add a Fixer which users can click to fix things! πŸ‘€ #uetips

22.11.2024 11:24 β€” πŸ‘ 49    πŸ” 7    πŸ’¬ 2    πŸ“Œ 0

I've made a Starter Pack for UE devs that give great tips that are helpful online. Know anyone that should be on it? Let me know!

22.11.2024 20:59 β€” πŸ‘ 127    πŸ” 42    πŸ’¬ 20    πŸ“Œ 1
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Banish the old default Unreal Engine lens flares for good, Cinematic Lens Flares 2.0 offers an appealing replacement with lots more features coming soon.

fab.com/s/07eaf3509ec5

#GameDev #UnrealEngine #UE5 #Cinematic #TechArt #PostProcess #LensFlare #Cinematography #RealTime

21.11.2024 03:51 β€” πŸ‘ 38    πŸ” 7    πŸ’¬ 1    πŸ“Œ 1
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How do you animate material-based effects over time?
Have you tried ditching Tick/Timeline?
#UE5 #techart #gamedev

18.11.2024 16:29 β€” πŸ‘ 78    πŸ” 16    πŸ’¬ 8    πŸ“Œ 1

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