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Bohrium

@bohriumdev.bsky.social

I make video games and video game accessories. https://www.artstation.com/bohrium <- Art Portfolio https://bohrium.itch.io/ <- Mostly game jams here

32 Followers  |  19 Following  |  22 Posts  |  Joined: 23.11.2024  |  1.8016

Latest posts by bohriumdev.bsky.social on Bluesky


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I have implemented a bunch of selection and manipulation tools like edge loop selection, growing/shrinking selections and soft selection in world and surface distance modes. #gamedev

23.02.2026 15:19 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Perhaps weekly updates are a good way to keep track of how this project is progressing. I've turned my 3d object viewer into a 3d modelling program now. Getting a little bit more complex now. #gamedev

11.02.2026 20:29 β€” πŸ‘ 8    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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This week I've been working on dithered opacity masking, TAA implementation, shadow mapping, multiple light support, movement gizmos, undo/redo functionality, visualization shader selection and almost entirely rewriting my rendering pipeline. #gamedev

04.02.2026 18:53 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Slowly, but surely adding on bits to my 3D renderer/secret #gamedev tool. It's a long way off being actually useful, but it'll get there... eventually... maybe. If I have enough spare time to work on it.

27.01.2026 22:21 β€” πŸ‘ 9    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Pirate Captain, JΓΌri Pihel Here's a game ready model of a pirate captain that I've made for my personal naval game project. I'm quite pleased with the result now, but I rushed this sculpt out and wasn't very happy with his face...

First finished character model of the year. #gamedev #indiedev
www.artstation.com/artwork/8B8KKn

09.01.2026 17:24 β€” πŸ‘ 5    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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Ginger, JΓΌri Pihel I made this character as a practice piece to better figure out workflows for doing card based hair and facial animation. I also spent a while making custom skin, eye and hair materials in Unreal. It's...

I'm trying to gather up some of the personal and practice work I've done and put it up on Artstation. So here's a character, who has been my testing ground for eye/hair shaders for a while.
www.artstation.com/artwork/DLw6wE
#Gamedev #Indiedev

26.10.2025 12:11 β€” πŸ‘ 9    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
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Doing character art and animation is probably the most fun you can have in a game jam.
#GameDev #Megajam #UnrealEngine

22.10.2025 16:12 β€” πŸ‘ 8    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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There's a number of game prototypes I've developed that no one has ever really seen before. Inspired loosely by Triple Triad (FF8) and Chess, I envisioned this collectible card game as a mini-game in a bigger RPG. Uses placeholder AI art. #gamedev #indiedev

12.10.2025 08:58 β€” πŸ‘ 11    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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I directed an amazing team of devs for @ludumdare.com 58.

It was a crazy 72 hours, but we got out game, The Fragments of Wen Ruyi, submitted in time.

Had an amazing time jamming.

ldjam.com/events/ludum...

06.10.2025 22:16 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Made some silly characters for #LDJam58. Was a lot of fun.
#LudumDare #Indiedev

05.10.2025 22:24 β€” πŸ‘ 9    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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I sometimes get these tiny ideas for making nice little tools that help me do some #gamedev related task. And then it's like "Oh, all I need to do is just write a PBR renderer and a game engine before I can create the tool. Sounds simple enough." πŸ’€
Anyway, here's a clip from my OpenGL renderer. πŸ™‚

30.09.2025 14:30 β€” πŸ‘ 11    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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Doing some "retro-feel" experiments in Unreal. It's interesting that even if you make things look objectively worse, just getting away from the "default engine look" makes it seem like a lot more effort has been put into it. #indiedev #gamedev #unrealengine

28.09.2025 20:39 β€” πŸ‘ 15    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0

As for the benefits - I can change the colours, create new textures, change pupil size, iris size, the strength of the iris edge darkening, visibility of the veins, the shading of the sclera, even the strength of the shadow of the eyelid. Yes, I may get slightly obsessed with things sometimes. πŸ‘€

24.09.2025 07:44 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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I don't know if it's just pure stubbornness on my part, but I can't just copy paste an eye material from Epic for my projects, I have to make my own from scratch. Left is mine, right is Epic's. #gamedev #indiedev #unrealengine

24.09.2025 07:34 β€” πŸ‘ 13    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0
A photo next to a 3d model of the same flintlock pistol.

A photo next to a 3d model of the same flintlock pistol.

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Going for realistic hard surface models is a little out of my comfort zone, but I think I did okay. #gamedev #3dmodelling

08.09.2025 21:30 β€” πŸ‘ 6    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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This is one of my projects I really wish I fully had the time and resources to work on and turn into a proper game. The idea was to have a low-stress Overcooked combined with those pizza making mini-games from Pizza Tycoon. www.artstation.com/artwork/XJ88Rn
#gamedev #indiedev #unrealengine

05.09.2025 09:13 β€” πŸ‘ 10    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
Post image 03.09.2025 12:19 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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It looks cool, but hidden under the surface is something truly horrific... the shader complexity viewmode 🫠 #gamedev #unrealengine

03.09.2025 12:18 β€” πŸ‘ 12    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0
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A single mesh with some UV and material sorcery lets me individually time the order of appearance for the coins. #UE5 #gamedev

02.09.2025 23:09 β€” πŸ‘ 6    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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Getting this simulated ship's wake to work over an infinitely large ocean is one of the more annoying things I've done for this little arcadey nautical game. #gamedev #unrealengine

13.08.2025 11:23 β€” πŸ‘ 8    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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I couldn't find a solution for monocular facial mocap that I liked, so I wrote my own. Still a little rough, but I'm already excited about it. #UE5 #gamedev

14.03.2025 17:27 β€” πŸ‘ 10    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
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Made a little blueprint actor that tiles the meshes, captures the scene colour/normal/roughness/metallic and exports the textures. Slight height offset for tiling to prevent intersecting near the edges. (Doesn't matter with orthographic projection.)

18.01.2025 03:05 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Need a texture of a bunch of stuff in a big pile? You can use UE5 to physics simulate them and then use the buffer visualization modes to get PBR texture maps out of it.
#gamedev

17.01.2025 04:01 β€” πŸ‘ 13    πŸ” 4    πŸ’¬ 2    πŸ“Œ 0

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