YouTube video by Spiderling Studios
Besiege: The Broken Beyond (Teaser Trailer)
Man, I've been radio silent here for a while, because the last year I've been working on #Besiege The Broken Beyond, our new expansion taking off into space. It's been a crazy intense journey. Now I know we can do it here is the teaser: youtu.be/Re3TKkQGBPY #IndieGame #GameDev
10.02.2026 14:15 โ ๐ 13 ๐ 3 ๐ฌ 0 ๐ 0
I haven't been posting recently here, not for the lack of wanting to post. Working hard on something and when I can share I will post some cool vids and gifs.
In the meantime our friend Dagriefaa helped us push out this QoL update.
30.06.2025 17:34 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Been following a while, and see that you enjoy rabbit holes.
Another dev and I started 3 years ago working on water physics and rendering. Today we cannot look at the ocean without considering how that specific look could be achieved in game code.
Let that be a cautionary tale, we are scarred.
07.12.2024 02:03 โ ๐ 12 ๐ 0 ๐ฌ 1 ๐ 0
Classic answer is what I want to play the most.
BUT a good filter is the one I can explain to other people. If I can't explain it, it's usually half baked and I got stuck on a cool feature more than a good game.
05.12.2024 00:01 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
YouTube video by Spiderling Studios
Besiege: The Splintered Sea (Announcement Trailer)
Here's the #Besiege: The Splintered Sea trailer I made with @corfiz.com
Maybe it's just my process, but I don't think we as devs talk about how time consuming and hard well-made trailers can be to make. I worked on this trailer across an entire month, after James already had done so much. #GameDev
04.12.2024 23:30 โ ๐ 10 ๐ 1 ๐ฌ 0 ๐ 0
I don't know what is scarier, how many hours I've accumulated during #GameDev, or how actual players have matched my play time.
04.12.2024 00:38 โ ๐ 9 ๐ 0 ๐ฌ 0 ๐ 0
While testing the physics of our water buoyancy system in #Besiege I built this 'nope'. Had to make sure swimming mechanics worked. #GameDev
03.12.2024 00:15 โ ๐ 12 ๐ 3 ๐ฌ 1 ๐ 0
Last update of the year done, but hard at work on the 10 year anniversary update for #Besiege. #GameDev
02.12.2024 14:10 โ ๐ 8 ๐ 0 ๐ฌ 0 ๐ 0
#Besiege has been out for a while. This means the engine is pretty outdated - like 2016 outdated. This update I finally figured out a performant way to display the stress/load of the physics on complex mechanisms.
Something that was more involved due to lacking engine features. #GameDev #IndieDev
29.11.2024 01:37 โ ๐ 20 ๐ 3 ๐ฌ 0 ๐ 0
The biggest asset about it is how any resolution and aspect ratio is easily picked, and then if you need to restructure for aspect ratios then you have the full 3d models ofc.
But yes it means that your art is colour corrected and fairly accurate to the actual experience.
25.11.2024 15:25 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
Additional notes include:
- Rendering the explosion as Opaque when we look into the water (before the water rendering).
- Rendering the explosion as Transparent (After the water rendering) when the camera is in water with the explosion.
- The surface deformation is a whole nother can of worms.
22.11.2024 22:44 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Here's a rudimentary breakdown of how I did the underwater explosions in #Besiege: The Splintered Sea. We reused our regular volumetric explosion and I changed the unheated pixels to clip into brighter steam. #GameDev
Thank gawd for the Slow Mo Guys for providing a good reference.
22.11.2024 22:31 โ ๐ 5 ๐ 0 ๐ฌ 1 ๐ 0
Have to post this here, our 3D artist Alex made this awesome render for #Besiege: The Splintered Sea a couple of months ago. I just like an unorganized worktable. #GameDev
22.11.2024 12:56 โ ๐ 6 ๐ 0 ๐ฌ 0 ๐ 0
YouTube video by Spiderling Studios
Besiege Console: out on Xbox!
We very much lean into that same aesthetic, and the original #besiege trailer actually used the same music
22.11.2024 00:35 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
I used to too, but I fiddle with my knobs way too much, especially with cab sim and such. They went on the desk one day for brief convenience for how I use stuff now and they never left the desk. And just the bare minimum to create sweet sweet noise.
21.11.2024 23:01 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Definitely. I've many times animated stuff for other projects in game engines too, because I just know that paradigm better >_>
21.11.2024 22:40 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
One of the game art capsules we use on #Besiege I made by just throwing a couple posed characters into the game itself and capturing with the in-game camera.
So here's a free cam move around the scene. #GameDev
21.11.2024 22:25 โ ๐ 119 ๐ 6 ๐ฌ 7 ๐ 1
Uh, I can do a short run down.
#Besiege dev in center.
Left side is hobby electronics station, right side is guitar effects for recording and playing.
Of course there is a big ol stack of consoles in back.
Often when I wait for builds and such I can then quickly do a (rudimentary) waiting jam.
21.11.2024 12:43 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Probably a bit late but here is my #DevDesk. #GameDev
21.11.2024 12:13 โ ๐ 26 ๐ 0 ๐ฌ 3 ๐ 0
As somebody who grew up on physical game releases, it feels really cool seeing our own game #Besiege coming in physical copies in December, even if it's only in Japan. #GameDev
20.11.2024 21:49 โ ๐ 16 ๐ 0 ๐ฌ 0 ๐ 0
โฃ Voxel Artist - Indie Developer - Spiderling Studios
โฃ Created assets for NIVALIS, WarVille, and more
โฃ My Art: https://artstation.com/abductedbypixel
Made some trailers for a few games, but I want to make some more okay.
corfiz.com
software designer and artist. Inventor, investor and currently developing a morphological language to aims to become an universal language of logics, math and syntax. Hacker and demoscene artist.
More than a Remaster | The Talos Principle: Reawakened is coming Early 2025 to PC, PlayStation 5, and Xbox Series X/S.
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Creator of the Falconeer,, Bulwark, BAFTA nominated Artist,passionate about games as Art. Honorable Luddite,Chaotic Neutral Designer. Working on Ancient Waves.
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