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Max Lebled

@maximelebled.com.bsky.social

πŸ‘‹ 3D animator for games (and occasionally πŸ‡«πŸ‡· localization) πŸ’Ό Worked for: Facepunch, Valve, Nightdive, Wishes Unlimited... 🎞️ Animation reel at https://www.maximelebled.com/ 🐠 Avatar drawn by @botjira.bsky.social 🌍 Bretagne, France

948 Followers  |  447 Following  |  122 Posts  |  Joined: 21.10.2024  |  2.5293

Latest posts by maximelebled.com on Bluesky

So good!

01.08.2025 17:36 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Congrats!!!!!!!

27.07.2025 15:43 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Video thumbnail

I added a "grab stance" with 4 actions (three swipes & one "button push") to all of our first-person weapons. Inspired by what "Left 4 Dead" did when you looked at item pickups. sbox.game/news/july-2025 #animation

01.07.2025 15:23 β€” πŸ‘ 22    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0

Looks really solid!

29.06.2025 22:05 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

This is a great thread @hillsguy.bsky.social, I'll add a bit more context here for anyone interested.

Yes there's no fancy sim - it just uses a water interaction buffer as a target for the particle system rendering, so we could use the power of particle system we already have.

13.06.2025 21:06 β€” πŸ‘ 232    πŸ” 51    πŸ’¬ 4    πŸ“Œ 0

For UE4 it was definitely the tonemapper that stood out. In UE3 it was the splotchy, blocky bloom and SSAO layers

10.06.2025 16:07 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Every time I hear about terraforming another planet I think about the woman who put it this way: we can't even keep our own planet terraformed

10.06.2025 16:05 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Must be great to be whoever made that meme originally, and have Matsuno officially sanction it πŸ˜„

07.06.2025 15:20 β€” πŸ‘ 30    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Could you please show how you've skinned this corrective bone? I can't quite tell what it's doing (results look great though)

04.06.2025 04:43 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I knew you were gonna do this πŸ˜„ Great writing, really liked it

20.05.2025 01:37 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

"Do you currently have I'm canadian" got a good laugh out of me

15.05.2025 17:13 β€” πŸ‘ 20    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

I have a vague memory of a sort of alt-history article that talked about FPSes as if they never existed until now b/c "how could we expect players to be satisfied with such simple ballistics modeling on guns? It's so hard to get right, unlike simulating relationships"

Does that ring anyone's bells?

13.05.2025 02:01 β€” πŸ‘ 14    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

Yeah, a few games interfere with my system-wide binds; for example, in those cases, Winamp stops receiving my keyboard's multimedia keys. It might be a similar issue.

27.04.2025 21:01 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Joyeux anniversaire !

19.04.2025 02:13 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

This is the true M5S progging experience

18.04.2025 18:35 β€” πŸ‘ 4    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
We need a name for a thing I'm about to describe. *I* need a name for it at least. I'm sure there's a name for it. There's a modern (or at least louder in modern era) tendency in both fiction and the interpretation of fiction that every narrative be some sort of very specific kind of hyper-literal puzzle box that can be "solved" by wikis and lore and clues

We need a name for a thing I'm about to describe. *I* need a name for it at least. I'm sure there's a name for it. There's a modern (or at least louder in modern era) tendency in both fiction and the interpretation of fiction that every narrative be some sort of very specific kind of hyper-literal puzzle box that can be "solved" by wikis and lore and clues

and that this is in fact the goal of fiction, to create such a thing, the raw materials for this after-the-fact puzzle solving. All aspects of a work must be read hyper-literally so that they can all be made into puzzle pieces. Metaphors can't really exist except to further the puzzle-solving. All parts are gears, locks, or keys, essentially. I saw someone refer to this as wiki-culture, but that's already a term. It's a good one for this, though. There are a lot of stories that follow these assumptions that I like, btw! Not like saying it's "lower". Just that it is often assumed to be the "correct" way to do or interpret narrative and that leads to very specific kinds of storytelling and story reading

and that this is in fact the goal of fiction, to create such a thing, the raw materials for this after-the-fact puzzle solving. All aspects of a work must be read hyper-literally so that they can all be made into puzzle pieces. Metaphors can't really exist except to further the puzzle-solving. All parts are gears, locks, or keys, essentially. I saw someone refer to this as wiki-culture, but that's already a term. It's a good one for this, though. There are a lot of stories that follow these assumptions that I like, btw! Not like saying it's "lower". Just that it is often assumed to be the "correct" way to do or interpret narrative and that leads to very specific kinds of storytelling and story reading

The replies are really great on this already and I'll RT some in a bit. First, some context: After we released our game I was really blown away by how large the hunger for really concrete literal explanations were for things that were by design shadowy and vague and open to interpretation. But like, not in the sense of "hey I'm curious", but "hey, you left this out, when are you going to finish it or write the backstory lore etc" Or, for example, we spent a lot of time on in-world fiction. Stories about constellations, fairytales, religious narratives. And I'd get emails asking if Mae was the descendant of an in-world fictional character. B/c what was the point of the in-world fiction otherwise?

The replies are really great on this already and I'll RT some in a bit. First, some context: After we released our game I was really blown away by how large the hunger for really concrete literal explanations were for things that were by design shadowy and vague and open to interpretation. But like, not in the sense of "hey I'm curious", but "hey, you left this out, when are you going to finish it or write the backstory lore etc" Or, for example, we spent a lot of time on in-world fiction. Stories about constellations, fairytales, religious narratives. And I'd get emails asking if Mae was the descendant of an in-world fictional character. B/c what was the point of the in-world fiction otherwise?

The fairytales have to have a literal fact basis that directly drives the literal facts in the primary plot. They need geneologies. Birthrights. Gear A needs to turn Gear Q. etc And again, let me stress, there's nothing wrong with stories that do this kind of thing. I like a lot of them! But this mode of /analysis/ just doesn't lend itself to discussing themes, or metaphor, or subjectivity. And those are to me the most interesting parts of stories. And it leads to seeing things that aren't written like that as incomplete or broken or full of "pointless" bits. It's like reading Watchmen and trying to figure out how Tales Of The Black Freighter literally fits into the literal history of not just the world, but the main cast. Like Ozymandius needs to be the great great grandson of the guy from Freighter, a thing that actually happened, or else it's just a vestigial pointless frustrating addition.

The fairytales have to have a literal fact basis that directly drives the literal facts in the primary plot. They need geneologies. Birthrights. Gear A needs to turn Gear Q. etc And again, let me stress, there's nothing wrong with stories that do this kind of thing. I like a lot of them! But this mode of /analysis/ just doesn't lend itself to discussing themes, or metaphor, or subjectivity. And those are to me the most interesting parts of stories. And it leads to seeing things that aren't written like that as incomplete or broken or full of "pointless" bits. It's like reading Watchmen and trying to figure out how Tales Of The Black Freighter literally fits into the literal history of not just the world, but the main cast. Like Ozymandius needs to be the great great grandson of the guy from Freighter, a thing that actually happened, or else it's just a vestigial pointless frustrating addition.

That part has to do with what Scott Benson (Night in the Woods) dubbed the "wikification" of narrative, the tendency to see every little detail in the story as the piece in a puzzle to be solved. OG thread: twitter.com/bombsfall/st...

17.04.2025 13:31 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I think the most concise way to phrase it is that "lore", in the way most people think of it, is narrative technical debt

17.04.2025 01:33 β€” πŸ‘ 23    πŸ” 4    πŸ’¬ 3    πŸ“Œ 0

He increasingly feels like Data from Star Trek: TNG

16.04.2025 20:36 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I guess back then, they knew kids would read the instruction booklet... I know I did that with every single one of my GBA games

16.04.2025 01:14 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
s&box

I think we use Blazor for sbox.game

15.04.2025 01:39 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

And Motoi Sakuraba's music!

15.04.2025 01:38 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Delicious delicious delicious art

13.04.2025 16:47 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Really awesome animation work... inspirational

11.04.2025 16:52 β€” πŸ‘ 12    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

I dislike that the well has been poisoned with the obsession over e.g. Valve cut content (although they have arguably finally nipped that with official releases of HL2 beta stuff) + how the YouTube gaming ecosystem seems to treat any cut content as monetizable content to strip mine for their videos

09.04.2025 02:15 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

The "arbitrary", "unmotivated" (in quotes because I've only seen this GIF and have no other context) late 90s coloured lighting style can be rad as hell. The skies from Unreal 1 are some of the best examples of it IMHO

09.04.2025 02:09 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Incredible

08.04.2025 14:45 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

None of the games really looked like they used temporal reconstruction to me, except Split Fiction. I wonder if the whole DLSS rumour thing was false after all, or perhaps it's a version that's very cut down (to avoid the many-watt overhead of the PC version), much more aggressive, temporally sharp

02.04.2025 15:27 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Gut feels like if they really wanted to charge people for upgrades, they should've done "remaster" rereleases, like a 2-in-1 Zelda Switch remaster collection. The optics of charging for PS4/PS5 Pro style upgrades are... interesting, to say the least

02.04.2025 14:44 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

FΓ©licitations πŸš€

18.03.2025 10:28 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Specifically, developers are much more pessimistic about tools like Copilot, ChatGPT, and MidJourney than they were the prior year. In 2024, 21 percent of game developers thought generative AI would have a "positive" impact on the video game industry. In 2025, that number has dropped to 13 percent.

Meanwhile, the number of survey respondents who think it will have a "negative" impact on the industry increased from 18 percent to 30 percent. This change comes even as more developers report using generative AI tools, with the number rising from 31 percent in 2024 to 36 percent in 2025.

But one eye-opening slide shows who is adopting AI tools in game developmentβ€”and for the most part, it's not the people programming or creating assets for games. The heaviest AI use showed up for those working in "Business & Finance," at 50 percent of respondents. Next up were those in "Production & Team Leadership" and "Community, Marketing, & PR"  at 40 percent of respondents each. Developers in all other departments reported less use.

Specifically, developers are much more pessimistic about tools like Copilot, ChatGPT, and MidJourney than they were the prior year. In 2024, 21 percent of game developers thought generative AI would have a "positive" impact on the video game industry. In 2025, that number has dropped to 13 percent. Meanwhile, the number of survey respondents who think it will have a "negative" impact on the industry increased from 18 percent to 30 percent. This change comes even as more developers report using generative AI tools, with the number rising from 31 percent in 2024 to 36 percent in 2025. But one eye-opening slide shows who is adopting AI tools in game developmentβ€”and for the most part, it's not the people programming or creating assets for games. The heaviest AI use showed up for those working in "Business & Finance," at 50 percent of respondents. Next up were those in "Production & Team Leadership" and "Community, Marketing, & PR" at 40 percent of respondents each. Developers in all other departments reported less use.

A month ago, the annual GDC survey had the responses at a staggeringly low "13% feeling positive": www.gamedeveloper.com/business/dev...

18.03.2025 01:12 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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