Ivan Khoroshev
@khorrorshow
Digital artist, game maker, husband, parent, dilapidated temple of abandoned flesh. A simple creature, made with only the Skin and Subdivision Surface modifiers. Environments guy at @ko-op.com. Posts in Eng/Rus. He/him. 37. 🔗 linktr.ee/khorrorshow
Tried turning some of my drawings into tiny vertical videos to see how well they perform organically on Instagram. I like how much juice you can squeeze from more or less a single PNG with some minor flashy edits. I think the emergent vibe so far is «ad bumpers you swear you saw on tv at 4 AM».
Thanks! Doing what I love most: subjecting drawings to strange Substance Designer experiments.
Sorry there hasn't been much in terms of art recently. I'm pretty consistent about picking up a stylus these days, but most of it is either for bigger unannounced things or just me scribbling absent-minded doodles for fun.
Went to do a little exploring yesterday. Really wish I didn't forget to charge my camera flash though.
All my ideas just end up being Mallory again, don't they? Well, technically not true, I have at least one prototype where you shoot a gun.
An update on this thing: after making a couple more environments this way I realized that I don't really enjoy the slow, overengineered pipeline I've built. And also I ended up adding the lights engine-side anyway for better character shading, so what is even the huge win anymore? 🤷
Me every six months: Okay, but what if I added outlines to my game for no good reason whatsoever.
That's a good stopping point, I think. Maybe just a couple more rooms and it'll be about the size/complexity I imagined for an average level. It's really fun to build stuff once you already have all the necessary lego pieces in the content browser, I should do this more often.
It's shaping up nicely. The signs really tied it together. I don't want to use English or anything too common for signage, so I'm utilizing constructed languages instead. At least ones with an online translator. For the underpass it was Interslavic, but I thought Esperanto would fit here more.
It appears that the pet project for this vacation is a new area for my slowly-made first-person exploration game. Which I should title. This level's inspired by exposed ground floors of apartment buildings I see around the city. There's just something so eerie about them to me, especially at night.
Even more art tests. This one is for the point-and-click game idea I keep meaning to flesh out a bit. Played around with baked lighting this time. These are 3D, in-engine and almost entirely procedurally textured. Didn't have to lay down a single brushstroke. Kind of excited about this workflow.
Test character for a thing. I've never been able to crack the code on crunchy pixelated textures, they never look quite like I want them to. Even with the amazing Pixel8r tool that basically does all the work for me. PSX devs make it look so easy!
Drawing sad catgirls with less than two hours left on the clock, heck yeah. Have a good 2026, everyone. ✨
Oh yeah they did have some similar-looking structures there didn't they?