Nolram
@nolram
Hi I'm Marl! I make tech & sound for games, and sometimes the games themselves. Worked on games like Horripilant, To The Core, stuff for Teardown, audio for animated things like Anna-Logue. 📍~Hamburg, DE | 🏳️🌈 | Any pronouns, DMs always open.
Recorded a steel forge that makes car parts in Argentina for some awesome sounds today :)
Some quick Houdini practice since I haven't used it in years, featuring a bit of crude sound design as well :D
DLSS 5 in AC Shadows almost makes the rooftops here look they are snowy. Also what's up with the glowing debris pile there :O
I know everyone is posting those DLSS face comparisons around, and that is of course a huge affair, but what gets me so much about DLSS 5 is how changes the lighting of every scene into this slightly overcast thing. Like it looks like they just slapped a skylight on, all directionality is just gone
I'm watching old GDC editor design talks by @rystorm.com, but constantly distracted by how incredibly funky those glasses look
Stress type (Compression and Tension) visualisation in my new stress algorithm as part of the new destruction system I made a few months ago :D
Not in any particular order; I left a few spots open for potential future favourites :) idk what my game taste is either
For reference - normally when an item is regionlocked, you get a page like the attached screenshot, and you'll find a restricted_countries key for the App on SteamDB.
Not normally what I like posting about. But. @steampowered.com appear to have seriously broken the german Steam store. Many games - like Doom 3 or The Vanishing of Ethan Carter - just simply don't have a buy button anymore. (They are not restricted in germany, there's nothing in SteamDB about it.)
Found an old geometry cache playback experiment from some years ago :) The dynamics still look quite good I think! Rendering became the bottleneck here, so Vertex Animation Textures are probably the way to go afterall (who could have thought). #techart #gamedev #simulation #realtimevfx
Accidentally implemented some kind of translucency in my deferred lighting pipline recently by... not treating backface normals correctly. But hey these leaves look pretty good now! Not intentional but sure appreciated! #gamedev #techart #rendering
Really old Quasar-ish thing. I need to get back into experimenting with raymarching :) #gamedev #techart #realtimevfx #vfx
An old real-time destruction experiment of mine, with the old angle-based stress algorithm... It's old but I still think it looks good! #gamedev #techart #simulation #realtimevfx
Normally temporal reprojection utterly destroys clarity of VFX in games... but what if we used temporal reprojection to our advantage? A few screenshots from an experiment some years ago. #realtimevfx #vfx #techart #gamedev