Vivian Rosanthwyn
@rosanthwyn
girlgayfae fae/she Unreal Engine Technical Designer, FP Animator & Front End Developer I love @melkat.blue. Half of @crystalline.blog girlfriend.games newsletter archive: pfp by @gnarlyghost.bsky.social
adding a game picker to the editor so your editor feels more like mod tools and you're just swapping out the game/mod what wanting to not burden people with setting up a new project/branch will do to a mf.
I used JangaFX's GeoGen tool. It's in maintenance mode but even in that sort of early-ish state it's in, it's definitely gonna get a lot of use from me for generating background terrain.
an added benefit of having nanite: the proxy meshes it generates for the performant renderer are simplified in such a way that it retains the silhouette, which is great!
bungie's vistas have been such a huge inspiration for me, I wanna keep that craft alive
i mean, I have my share of issues with Unreal 5 and Epic as a company, but "achieving the art direction I want" is not one of them. It's the chase for photorealism that's making the games look samey. bsky.app/profile/rosa...
this is the hackiest feeling UI code I've ever made so far but you know what, its good for now
man i wish mobile gaming was a more viable market because making things work with touch controls is kinda relaxing
my first impressions of paralives: oh my gosh, the prebuilt character pool that the game pulls from when you click “Randomize Para” all feel like people you could have seen at some point in your life. Really wonderful queer rep there too!
my experience playing kingdom hearts for the first time in a nutshell and sharing my journey
it's so easy for me to forget that my in to the games industry was through first person animations and every once in a while I make a first person anim and I go "yep, still got it"
I meant this btw. Welcome back Source Engine Node Graph Out Of Date. Rebuilding...
i've become one of those girlies that is coding a toy engine to keep in touch with raw c++ mainly gonna do it to play around with the concepts that make unreal c++ so fun to use. so far i have surprised myself by how comfortable i still am with c++ as a language!
gamedev hits different when you have sims 2 music on in the background
you ever take out the tonemapper and find your game giving you both source engine and 00s ps2 game vibes
me when I found out my now-wife loved me back (comic is the uncanny x-men, it's real good)
man, i was really excited to learn of a seemingly indie comics platform from this but uh i’m not a fan of the fact that this piece of shit is on there, in “featured creators”
with the steam pricing updates now including conversions for purchasing power, this is WAYYY better for me to justify buying games as a Pole. I would have bought way more 70 dollar games if they were priced at 135zł, just saying
"we use AI for placeholders. oopsie we forgot to remove them before releasing them" meanwhile slay the spire 2:
just added this movement mode finally. fun fact, this is basically walking code but with inverted gravity.
i've been playing mass effect 1 (the legendary version) recently. pretty cool to be playing an rpg without in world objective markers tbh i love the jank, i love the dialogue system (and also i like this armor on my femshep, very gender). they sure don't make games like this anymore huh.
i've been finally working on a new website. just fully leaning into an aesthetic with this one
another reason to do voice training: you can voice your game's main character
I've been making some progress on improving the UX flow in Paula as practice for potential shipping. Made it so any map in the game can be loaded as the frontend. It's pretty neat!
i drew the texture for this door in affinity designer. and did the VFX glow in IlluGen. this fucking rules
why does a soundbar need to upload 3 gigabytes of data. what the fuck are you doing samsung.