Here's a snippet of the timelapse of a level i worked on for a mobile Third/firstperson shooter game. it's a map based on the makoko slums in lagos nigeria #blocktober26 #blocktober #LevelDesign #gamedev
kami retweeted
For years, Epic was doing so well. all they had to do was sit quietly, ship an industry mainstay engine and a viral game, let Unity make disastrous monetization decisions and the Godot community eat itself like most OSS projects.
Theres a real masterclass in deciding to needlessly double down on something so stupid
kami retweeted
There has been no communication from Mazerance with me for months now not even after the recent tweets about unpaid salaries. When are we getting paid @TheObiLeonard and @Mazerance? It’s been months already, give us a clear answer.
Now we are talking about @TheObiLeonard again, as much as I am looking forward to the resolve of these concerns I raised, I discovered that Elvis left WhatsApp.
No one has reached out to me from @Mazerance to discuss the salaries owed to me.
I am hoping that this @Mazerance matter would get resolved. It’s 5 months already.
kami retweeted
Okay, so this is all sweet and all Elvis but about our unpaid salaries? You talked about the people who worked with you on the project but you blatantly left out the fact where you and @Mazerance have been owing us unpaid salaries for the past 7 months.
I have stepped down as CEO of @Mazerance.
Mazerance began with an idea I had early last year. Together with friends who loved puzzles and escape rooms, we set out to build a story-driven co-op strategy game, and to show what a game studio out of Africa could look like on the world stage.
That idea became a studio registered in Australia, Nigeria and the United States, with a team that brought everything they had to building the game and the company behind it.
Eighteen months ago, none of this existed. No company, no team, no community, no world to build a game in. There is now, because of everyone who made it possible: the team, family, friends, my co-founders and the people who backed us from the start.
We built a community of roughly 20,000 people and generated over 8 million impressions on this app alone.
Through Project 9, Rancers Remix and Pass It On, we became one of the most talked-about budding game studios in Africa, earned more than five press features and made our presence felt at Moonshot, one of Nigeria's largest tech conferences.
More than 25 people across three continents have worked on Mazerance, and in the first eight months alone that team produced over 600 pieces of brand, world and community work, from characters and lore to artwork, videos and campaign content. That is close to three assets produced a day, every single day; working closely with these talented individuals has been the highlight of my career.
The studio is also set up on Steam and Kickstarter, which as a company registered across three countries is harder than it sounds.
None of this was one person. It was everyone who has put something into Mazerance, and leading that team every day for eighteen months has been nothing short of a privilege.
There is still a lot of work ahead. I do not count any of this as the finish line, but the effort and the outcomes deserve recognition.
The game is still in development, and delivering it would be the best outcome for me, the team, the community and our stakeholders. The foundation is there, and whoever leads the business next has something substantial to work with.
I have poured almost everything I have into this company for eighteen months. I need to step back, look after myself, and go back to the work I love. I am a designer and storyteller before anything else.
Leading Mazerance has been one of the most difficult and beautiful things I have ever been in service of. I believe I did it well, and I am grateful for every moment of it.
But design is where I do my best work, and what I build next will reflect that: experiences that transform how physical products understand human interaction and change how people live with them.
As for who takes the seat, the company has chosen an interim successor.
To the team (past and present) and my co-founders, thank you. To the Rancers, our investors and everyone who backed us early, thank you for believing in what we set out to build.
I remain on the board, and will continue to support Mazerance in whatever capacity it needs me. This is my child and I have its best interest at heart.
More on what is next for me soon.
kami retweeted
You have spoken publicly about the people who dedicated their time, skills, and commitment to building the company. However, there are former members of that same team who are still in disputes over compensation for the work and time they have contributed.
For some of us, the story behind the public narrative looks very different. What started as a commitment to building something extraordinary together ultimately ended with the company refusing to compensate some team members who worked their asses off day and night to show what the public regards as great work today.
This is hard to reconcile with a story focused on valuing the people who made the company possible.
There is always more than one side to a story. When the time comes, I’ll let the evidence speak for itself.
Elvis, I sincerely hope the people impacted by these unresolved issues are not forgotten as Mazerance moves forward. @Mazerance
I have stepped down as CEO of @Mazerance.
Mazerance began with an idea I had early last year. Together with friends who loved puzzles and escape rooms, we set out to build a story-driven co-op strategy game, and to show what a game studio out of Africa could look like on the world stage.
That idea became a studio registered in Australia, Nigeria and the United States, with a team that brought everything they had to building the game and the company behind it.
Eighteen months ago, none of this existed. No company, no team, no community, no world to build a game in. There is now, because of everyone who made it possible: the team, family, friends, my co-founders and the people who backed us from the start.
We built a community of roughly 20,000 people and generated over 8 million impressions on this app alone.
Through Project 9, Rancers Remix and Pass It On, we became one of the most talked-about budding game studios in Africa, earned more than five press features and made our presence felt at Moonshot, one of Nigeria's largest tech conferences.
More than 25 people across three continents have worked on Mazerance, and in the first eight months alone that team produced over 600 pieces of brand, world and community work, from characters and lore to artwork, videos and campaign content. That is close to three assets produced a day, every single day; working closely with these talented individuals has been the highlight of my career.
The studio is also set up on Steam and Kickstarter, which as a company registered across three countries is harder than it sounds.
None of this was one person. It was everyone who has put something into Mazerance, and leading that team every day for eighteen months has been nothing short of a privilege.
There is still a lot of work ahead. I do not count any of this as the finish line, but the effort and the outcomes deserve recognition.
The game is still in development, and delivering it would be the best outcome for me, the team, the community and our stakeholders. The foundation is there, and whoever leads the business next has something substantial to work with.
I have poured almost everything I have into this company for eighteen months. I need to step back, look after myself, and go back to the work I love. I am a designer and storyteller before anything else.
Leading Mazerance has been one of the most difficult and beautiful things I have ever been in service of. I believe I did it well, and I am grateful for every moment of it.
But design is where I do my best work, and what I build next will reflect that: experiences that transform how physical products understand human interaction and change how people live with them.
As for who takes the seat, the company has chosen an interim successor.
To the team (past and present) and my co-founders, thank you. To the Rancers, our investors and everyone who backed us early, thank you for believing in what we set out to build.
I remain on the board, and will continue to support Mazerance in whatever capacity it needs me. This is my child and I have its best interest at heart.
More on what is next for me soon.
kami retweeted
Huge News Guys. 🔥🔥
Proud to announce that Inuv8 Studios is an Official PlayStation Partner.
#Playstation #IndieGame #VideoGames #PS5 #DameDev
Isn't this just the unreal GASP sample with worse graphics?
Replying to @Kangwook_Lee
lol thats such a funny ultimatum. no one claims you can make fully polished steam ready games in one prompt. just to integrate the steam sdk would take more than one prompt so your request by design is impossible. you want to see whats really possible look at this. this a character locomotion system i am developing that runs full motion matching at runtime in three.js.
Every single line of code has been written by an LLM and i have never even read a single line.
kami retweeted
Free learning content for the 5th month of the year? Yeah, we May just have some here for you...
Explore how to create cinematic environments in UE5, set up translucent glass in Substrate, and more. It's free, it's here - jump in!: epic.gm/may-learning-content…
kami retweeted
Big news alert!
ZibraVDB goes free for Indie creators!
ZibraVDB has gained the biggest interest across both industry and education. This led us to the next step in our distribution strategy: ZibraVDB is now free for all indie developers and VFX enthusiasts using either Unreal Engine or Houdini.
You can now use ZibraVDB in your personal projects, compress and distribute OpenVDB files, and share your content freely with the community. Whether you're working on a hobby project or experimenting with volumetrics in an educational setting, this is your opportunity to explore the full potential of real-time volumetric effects, without limitations.
We’d love to see what you create. Your feedback and demos help shape the future of ZibraVDB and, we believe, the future of volumetrics in modern content pipelines.
For those Indies, who’ve been on Subscription: your keys are now converted to free ones, so there is no need to pay for subscription further.
As always, we are open for your questions at Discord community and via [email protected]: don’t hesitate to contact us in case of something.
Learn more about ZibraVDB: zibra.ai/
kami retweeted
Thrilled to welcome the talented team at Meshcapade to Epic. Looking forward to working together to advance digital human technologies for use across gaming, film and entertainment.
Big news: @Meshcapade is now part of Epic Games. This is a perfect match for our technology and team and I am super excited about what we will build together.
I want to thank our many supporters who have provided funding and/or advice on our journey from 2018 to today, including @MP_Innovation, @maxplanckpress, @MPI_IS, @PerceivingSys, @matrixvc, @dcstalder, @dianaberlin, @HV_Capital, Zuzanna Czapinska, LBBW VC, @GoodwaterCap, CLO Virtual Fashion (@itsclo3d), @grbradsk, @lucvincent, @JeffDean, @ballmatthew, Andrew Hamel, Bill O’Farrell, Ammar Zakiullah, @Nicolas_Keller, Alex Diehl, @goodwinlaw, YPOG, @NVIDIA Inception Program, @msft4startups, and many more!
Most importantly, I want to thank my co-founders @naureenmahmood and Talha Zaman and the whole @Meshcapade team. There is nothing more rewarding than working with great people who you like and trust to build products that customers love using technology you believe in. Thank you, thank you, thank you. Now, on to the next phase!
mpg.de/26082348/max-planck-s…
This is awesome! I wish there was a way to download the videos from the site tho, having to refer to the website each time I need a refresher on something small isn't the best
The Control Rig Workshop has been updated with all project files including over 230 slides of information.
We’ve also decided to make the course free forever - stay tuned. 🎁
#controlrig #rigging #animation #ue5 #gamedevelopment #vfx #UnrealEngine
dev.epicgames.com/community/…
kami retweeted
Dinga Bakaba, Studio Director Arkane Studios) on Marvel's Blade development:
"The team is hard at work, everyone is super proud and out doing themselves. Please be patient, it will be a special game and we all hope it will be meeting the high standards that we set for ourselves and for you all."
xboxera.com/2025/12/23/arkan…














































