Technical Artist - Game Dev & UI Designer, cofounder of @slimeteamdev

Joined May 2013
so, finally i can share mi portfolio! :) #PortfolioDay artstation.com/rothbilly
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Nico retweeted
Don't let billionaires convince you slop is the future. They're used to managing & directing, not making things themselves. Of course they can't see the difference. They don't understand your love for the craft. Keep making personal, beautiful games. You've got my support 💖
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You know what? My own game is a sunk cost project, that likely won't see a full return on it's investment. But I would rather develop a game at a loss, that has soul and passion behind it, created by actual individuals with artistic talent. Than some feed my ideas into some soulless slop factory that spits out a sub-par product.
The games we've long wanted, which didn't exist because they'd cost several times more to make than they'd earn back, will soon become possible. As will the games developers wanted to build, but couldn't with the resources available. It'll be a new golden age of gaming.
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Nico retweeted
AI slop. Almost everything is mislabeled or wrong. Allow me to explain...
If you are new to procedural generation within game dev, here is a great starting point on how to leverage noise!
Readers added context they thought people might want to know
The chart is AI-generated and contains multiple mislabeled/inaccurate depictions of noise functions (e.g. base Perlin/Simplex visuals show layered patterns; Billow/Hybrid are variants or nonstandard). en.wikipedia.org/wiki/Perlin_no… en.wikipedia.org/wiki/Simplex_n… en.wikipedia.org/wiki/Worley_no… mini.gmshaders.com/p/gm-shaders-m… x.com/slashskill_/st… (author reply)
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Roguelike mockup / Battle scene✨ #pixelart
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Nico retweeted
Just implemented a custom file-dialog/file-browser control for #raygui, 1000 locs, immediate-mode, handmade from scratch... Quite happy with the result, if only I was paid to work on this kind of things... unfortunately this art soon will be lost... like tears in the rain...
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They have made it illegal for me to learn on the job unless its about getting the clanker to output code faster.
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In this era of artificial intelligence, it is becoming urgent to distinguish human art from what machines produce. There is an ontological difference, even before an aesthetic one, between art and what a machine can generate through statistical calculation based on millions of images created by others. Algorithms lack the spark of humanity. For this reason, the Church wishes to renew an alliance with artists and cultural institutions to safeguard our humanity.
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Yet again, the Game UI Database is being scraped to the point that it's getting knocked offline. Even Cloudflare's "I'm under attack" mode isn't working. I just wanted to create a resource for real designers. I'm getting so fucking sick of this.
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decal
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manifold + jolt
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Missouri river from the PACE plein air convention last spring. Gouache.
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Balboa Park San Diego.
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Nico retweeted
#raylib surpassed 1 Million counted downloads! 🤯 * Actually those numbers do not consider GitHub clones downloads, ~4K per day, total downloads are probably several millions 🔥 Not bad for a C low-level library...
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views.
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Trying environnements
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For anyone who's trying to achieve a simple "infinite ocean" effect in their game, here's how I'm doing it 🧵
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Random painting study
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Nico retweeted
New milestones reached! raylib just surpassed the 10K commits and reached 900 contributors! 🚀
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Nico retweeted
So, here are my thoughts on porting Murtop from Godot 3 to 4: - I used the "project upgrade tool" and it did a pretty good job overall. - I had to rewrite all the code related to Tweens. I miss the Tween node. It goes on... 👇🧵 #GodotEngine #gamedev #indiedev #madewithgodot
I've been porting Murtop from Godot 3.5.2 to Godot 4.7 for the past week because reasons... 👀 And it's been quite the journey, I'll tell you that! 🙃 And I'm not finished yet🤪 #GodotEngine #gamedev #indiedev #madewithgodot
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