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djee

@djeedai.bsky.social

Developer of awesome game techs. Some #rustlang too. Opinions are own. Also on Mastodon : https://mastodon.gamedev.place/@djee

28 Followers  |  126 Following  |  33 Posts  |  Joined: 18.01.2025
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Posts by djee (@djeedai.bsky.social)

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Cairn - Technical Breakdown - Rock Rendering, Anthony Beyer I was lucky to work on Cairn as Technical Art Director, and now that the game has been released, I thought it might be interesting to share some of its "development secrets". At the beginning, i want...

our wizard-in-chief at @thegamebakers.com Anthony Beyer made a breakdown about γƒŸπŸͺ¨ rocks πŸͺ¨ε½‘. check it out! www.artstation.com/artwork/AZzrJm

03.03.2026 21:46 β€” πŸ‘ 152    πŸ” 43    πŸ’¬ 4    πŸ“Œ 5
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Made low-poly goldfish #256fes
256 polygons, 150 vertices each

08.02.2026 01:30 β€” πŸ‘ 443    πŸ” 103    πŸ’¬ 4    πŸ“Œ 2
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getting free dopamine from my new test loot pickups and loot vacuum + collection UI. I think we call this done for now.
#godot #gamedev #prototype #devlog

20.02.2026 13:48 β€” πŸ‘ 45    πŸ” 5    πŸ’¬ 1    πŸ“Œ 0

Havok for Unreal support for Unreal 5.7.3 was released on Tuesday 17th Feb, following the release of the Unreal hotfix on 10th Feb.
This update is fully supported and ready for customers to upgrade.

19.02.2026 15:42 β€” πŸ‘ 3    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0

Easy to pick up but hard to master! Check out our latest dev update and follow for more.

13.02.2026 12:04 β€” πŸ‘ 65    πŸ” 10    πŸ’¬ 2    πŸ“Œ 0
view looking up at the underside of a stone pencheck stair built of Mississquoi marble, with one end if the treads unsupported and the other sitting on a wall of Tyndall limestone

view looking up at the underside of a stone pencheck stair built of Mississquoi marble, with one end if the treads unsupported and the other sitting on a wall of Tyndall limestone

We’re dismantling a stone pencheck stair right now and so it seems a good time to revisit a short 🧡 on the subject.

How pencheck stairs work (resist torsion), and how they don’t (cantilever):

07.02.2026 15:31 β€” πŸ‘ 75    πŸ” 23    πŸ’¬ 2    πŸ“Œ 7

It’s on my list too πŸ™„ but I think either you do it with 1 particle per blade just for placement, and itβ€˜s not much different than what you have now, or a ribbon per blade, and you might need particle constraints, which are not implemented. Unless your blade motion is not simulated but procedural.

06.02.2026 07:17 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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tried to make a soap bubble shader (in bevy)

04.02.2026 09:02 β€” πŸ‘ 24    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0

Now do the same thing with particles! πŸ˜‰

05.02.2026 11:54 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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City builder

31.01.2026 07:44 β€” πŸ‘ 202    πŸ” 50    πŸ’¬ 4    πŸ“Œ 1
Unity | How to make Shock / Lightning Particles (VFX Breakdown)
YouTube video by MinionsArt Unity | How to make Shock / Lightning Particles (VFX Breakdown)

the principles are similar just different software
basically distance field texture then animate in a shader
www.youtube.com/watch?v=NMTX...

27.01.2026 16:25 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
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Some character designs/sculpts from *checks watch* 15 years ago?!?!? These were heavily influenced by animation maquettes by Kent Melton (RIP) and Team Fortress 2.

27.01.2026 12:37 β€” πŸ‘ 395    πŸ” 62    πŸ’¬ 16    πŸ“Œ 1

My thought too, it’s a bit immersion breaking. Even if I instinctively dissociate the car in the menu from the one in the world when the menu opens (even though thereβ€˜s no reason to), when it closes it breaks that dissociation and highlights that the car in the world was being rotated.

24.01.2026 13:39 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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I was noodling away on prototyping an opalescent
glass material in #Toolbag for a 1930s Art Deco style perfume case. I'm trying out a specular reflectance workflow to add that soft iridescent, thin-film shimmer. Still plenty of modelling left, but I'm happy with the direction the look is going in

16.01.2026 21:23 β€” πŸ‘ 6    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Digital Illustration: Plan view of a spaceship. Symmetrical along its spine. Front, mid, and rear hull sections are teal and cream striped. The girder like structure holding things together is a bright buttery yellow.

Digital Illustration: Plan view of a spaceship. Symmetrical along its spine. Front, mid, and rear hull sections are teal and cream striped. The girder like structure holding things together is a bright buttery yellow.

Digital illustration: Plan view of a spaceship. A small blue tug, with a cockpit right at the front, and three engines at the back, attached to a bright orange framework. Either side of the frame, two oversized containers.

Digital illustration: Plan view of a spaceship. A small blue tug, with a cockpit right at the front, and three engines at the back, attached to a bright orange framework. Either side of the frame, two oversized containers.

Fast Picket 'Erebus', and Cargo Engine 'Husky VII'.

#Spaceships #SciFi #Illustration #MadyByHumans

11.01.2026 16:37 β€” πŸ‘ 153    πŸ” 31    πŸ’¬ 0    πŸ“Œ 0
Sketchbook drawing of a big old spaceship, ink and marker

Sketchbook drawing of a big old spaceship, ink and marker

From the Lockdown Era

14.01.2026 18:41 β€” πŸ‘ 1581    πŸ” 214    πŸ’¬ 9    πŸ“Œ 4
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Looking for a job #PortfolioDay

07.01.2026 09:57 β€” πŸ‘ 1227    πŸ” 374    πŸ’¬ 19    πŸ“Œ 8
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My tween animated Hollow Knight interface is out!

This is the fanciest page of the guide so far, but it should be fairly simple to understand!

The guide is free and always will be 🩡
qaqelol.itch.io/tweens

#Godot #GodotEngine #Tween #HollowKnight #UI #Guide

12.01.2026 12:34 β€” πŸ‘ 92    πŸ” 24    πŸ’¬ 3    πŸ“Œ 1
A poster, built in Blender, showing the industrial Funicular from the Manga, Akira.

A poster, built in Blender, showing the industrial Funicular from the Manga, Akira.

My illustration, Elk Island Light. An orange lighthouse floats on the ocean, at its base, tentacles extend in to the deep.

My illustration, Elk Island Light. An orange lighthouse floats on the ocean, at its base, tentacles extend in to the deep.

My illustration, Deep Space Fleet. A page of brightly coloured spaceship sketches.

My illustration, Deep Space Fleet. A page of brightly coloured spaceship sketches.

My illustration, ISO Grid. 16 isometric illustrations of various little buildings. From a sci-fi noodle bar, to a Venetian palazzo.

My illustration, ISO Grid. 16 isometric illustrations of various little buildings. From a sci-fi noodle bar, to a Venetian palazzo.

I'm Rob, an illustrator, designer, and writer from the UK. With a background in graphic design, I now spend my time drawing spaceships, robots, and other strange stuff - either for myself or for indie games and publishers.

1/n

17.01.2025 16:00 β€” πŸ‘ 1396    πŸ” 311    πŸ’¬ 20    πŸ“Œ 18
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Everything you see is procedural, not scaled instances like #bulwark , nope that's meshdata , appended, deformed , mirrored and rewound.

Nautical clay to mold into your own Bulbous Battle Boat.

09.01.2026 22:54 β€” πŸ‘ 48    πŸ” 8    πŸ’¬ 3    πŸ“Œ 0
A timeline visually representing the advice from my post, emphasising how dramatically and reliably having more time, with a testable build, converts to your game being better and your studio being safer.

A timeline visually representing the advice from my post, emphasising how dramatically and reliably having more time, with a testable build, converts to your game being better and your studio being safer.

I've been running an indie games studio for 15 years now, and it felt like a good time to boil down what I've learned into 4 pieces of advice:

www.pentadact.com/2026-01-08-1...

I hope it's of use, not least because goddamn I forgot how long blog posts take to write.

08.01.2026 18:02 β€” πŸ‘ 1845    πŸ” 577    πŸ’¬ 51    πŸ“Œ 65

Strangest issue I've encountered in the wild when fuzzing: `vaddps xmm0,xmm0,xmm1` and `vaddps xmm0,xmm1,xmm0` are *not* the same on x86 when it comes to which NaN payload it chooses. But LLVM will reorder the arguments anyway!

Lesson learned: always canonicalize your NaNs when fuzzing.

07.01.2026 20:39 β€” πŸ‘ 14    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

Please, if you like Star Wars, especially the original trilogy, if you have Xbox Game Pass, don't miss Star Wars: Outlaws.

I had a great time exploring Tatooine, Kijimi, and other nice planets with my speeder, even though my Trailblazer remains my favorite vehicle. And the characters are nice. πŸ––

06.01.2026 14:41 β€” πŸ‘ 74    πŸ” 13    πŸ’¬ 9    πŸ“Œ 1
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cleaning out my screenshot/screencapture folder

03.01.2026 09:35 β€” πŸ‘ 80    πŸ” 5    πŸ’¬ 1    πŸ“Œ 0

Designed the enemy units for this awsome game!

03.01.2026 11:22 β€” πŸ‘ 166    πŸ” 21    πŸ’¬ 0    πŸ“Œ 0

Nice to have that view at least. RenderDoc saved me more than once, it’s really critical to debug some shaders.

03.01.2026 08:55 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

What’s the View Mesh button under "Shader Module 311"? (genuinely asking, I’ve never tried RenderDoc with a mesh shader)

02.01.2026 19:52 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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new year new post

01.01.2026 20:52 β€” πŸ‘ 2704    πŸ” 654    πŸ’¬ 24    πŸ“Œ 8
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2026

02.01.2026 12:00 β€” πŸ‘ 23    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0

Bienvenue / Welcome / γ‚ˆγ†γ“γ πŸ€—

02.01.2026 16:35 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0