Ari and I both said a lot of words on stage at #UnrealFest Stockholm, and I think these are the most important. How to think about profiling, how to read the unicorn barf that is Unreal Insights, and tips for looking at GPU captures.
11.12.2025 13:56 โ ๐ 4 ๐ 2 ๐ฌ 0 ๐ 0
A modernized Utah Teapot model with interior! You can see/customize/download it, along with historical versions on the official teapot page:
graphics.cs.utah.edu/teapot/
11.12.2025 05:34 โ ๐ 66 ๐ 18 ๐ฌ 4 ๐ 0
Spatial warps can be stacked in Keepers morph tech, but of course the order matters. For example applying the symmetry operator to something that is twisted looks quite different than twisting an object that was first warped by symmetry.
10.12.2025 19:16 โ ๐ 7 ๐ 1 ๐ฌ 0 ๐ 0
Ideas always emerge from unpredictable places. The idea of a walking lighthouse originally came from an early mission document I wrote for a different game idea. Here's the first page of that, plus the very first lighthouse concept that I did.
09.12.2025 21:21 โ ๐ 82 ๐ 10 ๐ฌ 1 ๐ 0
By now it should be obvious that I'm a big fan of implicit surface representations. At the extreme, they let you tear objects apart and turn them inside out. While we didn't use these (stamp and repeat) warp types in Keeper it was straightforward and fun to prototype them.
09.12.2025 19:43 โ ๐ 7 ๐ 0 ๐ฌ 0 ๐ 0
I animated a lot of Twig, the bird/dragon/dog companion on Keeper. Most of the game she doesn't use her front 2 arms, but I tried using them to do some traversal here in a rig test. @doublefine.com
07.12.2025 21:46 โ ๐ 144 ๐ 27 ๐ฌ 8 ๐ 1
Spatial warps are fun because you can get break the expectation of how an object might move, for example combining a simple melt deformation with a pull operator and animated warp centers.
08.12.2025 19:55 โ ๐ 11 ๐ 1 ๐ฌ 0 ๐ 0
Just in case ever you wanted to see all (remastered) animation frames from Day of the Tentacle scaled down on a single image.
07.12.2025 20:53 โ ๐ 41 ๐ 5 ๐ฌ 0 ๐ 0
07.12.2025 09:55 โ ๐ 26 ๐ 4 ๐ฌ 2 ๐ 0
Thanks! :)
05.12.2025 21:20 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Time for the morph-of-the-week. Nick modelled the source meshes and I set up the scene-graph and the basic sequence. Lee refined it and gave it the final touches.
05.12.2025 19:53 โ ๐ 27 ๐ 0 ๐ฌ 2 ๐ 0
arrested development: gob rebukes michael "it's agentic programming michael, vibes are what californians do for money"
05.12.2025 15:43 โ ๐ 81 ๐ 10 ๐ฌ 1 ๐ 0
Facebook reminded me that I watched the Holiday Special 10 years ago... I'll have to wait at least another 10 years before I can do that again. :P
05.12.2025 15:34 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Oh boy.
04.12.2025 22:18 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Key art for Keeper "Noir" Mode The "Back in Black & White" Update.
Keeper update!
โช๏ธNoir mode!
โช๏ธUltrawide monitor support!
โช๏ธNew accessibility features!
You would think a colorful game like Keeper would loose a lot going black & white, but this version has been tuned by @leepetty.bsky.social himself so it really highlights the drama. (As well as his love for AC/DC.)
04.12.2025 21:49 โ ๐ 208 ๐ 27 ๐ฌ 7 ๐ 6
This is something that would be difficult to do for traditional polygonal meshes unless they are uniformly and densly tessellated.
04.12.2025 22:15 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0
No we have not and since we didn't optimize for it, I'm not sure how well it would do honestly. :)
04.12.2025 22:14 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Spatial warps remap the positions used to sample an objectโs distance field โ effectively bending the space around the object.
This illustration shows that process in action using a twist operation.
04.12.2025 22:12 โ ๐ 24 ๐ 4 ๐ฌ 1 ๐ 0
Thanks. :)
04.12.2025 18:58 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Thanks! It was a fun project to work on and Iโm glad you enjoyed it! :)
04.12.2025 16:14 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
Haha. Indeed.
04.12.2025 11:34 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
YouTube video by Ron
Rise of the Hero: Prototype demo
From the look it reminds me on a morphing effect, I wrote an article about in ShaderXยณ, but much more fancier.
youtu.be/DGvqJc3dBtk?...
04.12.2025 10:57 โ ๐ 1 ๐ 1 ๐ฌ 1 ๐ 0
Oooo. Very nice!
Just took a look in my copy of the book. Man it feels like a thousand years ago that we all used DX9. :)
04.12.2025 11:26 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Unfortunately there aren't any morphs in game that do this, since we used them mostly for doors and windows and such.
04.12.2025 09:38 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
One of my favorite ways to utilize the twist warp is to align it with the cross-fade frontier. This way the shape blend happens in the coiled up region, which looks super neat. :)
04.12.2025 09:37 โ ๐ 25 ๐ 3 ๐ฌ 2 ๐ 0
Thanks.
Yeah the trick is to modify the WS position prior to sampling and my implementation is definitely inspired by Inigo Quilez' excellent write-up about distance fields... in this case the "Displacement" section.
iquilezles.org/articles/dis...
04.12.2025 08:29 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
:)
03.12.2025 20:29 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
Spatial warps are the real "magic sauce" of Keeper's morph tech. Since we use an implicit surface representation we can easily bend and distort space before the distance fields are sampled. This example is a showcase for the twist warp... Left: along-axis. Right: distance-from-center.
03.12.2025 20:19 โ ๐ 180 ๐ 29 ๐ฌ 8 ๐ 2
Associate Professor, University of Utah
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Software Developer: from Computer Games over Olympic Games to Gamification and Visualization for global corporations | 3D, AR, VR, XR, AI | Leipzig, Germany
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๐ linktr.ee/ninehydras
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Full Time Software Developer, Part Time Pixel Artist and Games Developer.
Currently working on Castle Dornstein with Digital Mosaic Games ๐ฐ @digitalmosaicgames.bsky.social
He / Him ๐ฎ๐ช
Principal Artist at Double Fine Productions. Character in PsychOdyssey. Likes Groo โ๏ธ Berkeley, CA.
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Videogame Art and Dev โข Tech Art @ Hinterland, ex Trebuchet โข Graphics, modeling, drawing, procgen, shaders โข too many hats โข phd dropout
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Graphics Programmer at Telltale Games. Previously Amazon, LucasFilm and FunBits. he/him.