Creator and Staff Engineer at DeepMind

London, England
Joined November 2008
Pinned Tweet
Ultrapolis is a cyberpunk city diorama game. Design and watch a neon cityscape erupt out of the earth. I’ve been working on this for over ten years, and a demo will be released in February 2027 at Steam Next Fest! 🔥
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Did you know? @SamHulick kindly lent alternate “Uncharted Worlds” take for 100,000 Stars stars.chromeexperiments.com I was directly inspired by the original ME track when making that project!!
Hellooo, new followers. Damn, that was quite a spike! Hit this link for all the good stuff! link.samhulick.com/bio It has the new Uncharted Worlds Extended Version, my Patreon link, and my latest single, Smoke & Mirrors. I share all music-related news for free on Patreon!
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If this is a concern for you write in C# and compile to native dll. It can still be reverse engineered but certainly more difficult than simply opening in ILSpy. You also get performance benefits of removing JIT compilation.
Hey #godot friends I just made a quick test. It is very easy to decompile a game made with #GODOT and gdscript. the only security is this message from claude: "Before I change anything, there’s one thing to check. The credits string says “Made by xxxx & yyyy”, and the scripts have the padded blank lines that decompiled Godot exports usually have. Together that suggests this is their commercial game, rather than code you wrote. Is this changes something you’re doing with or for xxx & yyy, or with their OK?" #gamedev #indiedev #AI
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Can we go back to talking about what cool shit we’re building instead of how it’s built? I don’t care if it’s llm or you built it with sticks and mud, it needs to be high quality and make your audience feel something. Somewhere we lost the plot of why we’re doing the thing.
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I’m also jet lagged and shouting into the void 😴
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Making new friends 🕷️ soon on @opensea x @dailydotxyz
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Feasibility check for first person mode, textures need to hold up close but not lose the visual identity AND still run smooth. Found a nice balance with 16 pixels per meter which can still show details at street level.
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Here’s a vfx style break down of what goes into rendering every frame at 60fps in Ultrapolis
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Shigeru Miyamoto’s response to AI and game design.
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Been playing with taking data from Google Earth, processing it in Houdini, and running out photorealistc renders of distorted cityscapes. (no AI used btw)
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I’ve prototyped this procgen building about a dozen times now and this is probably the iteration I’m the most satisfied with. At the end of the day it’s still modifying a prism so it’s limited, but for 90% of the buildings I want to portray it works out to quite a large variety.
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Implemented a full color grading and post processing UI for photo mode in Ultrapolis
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This highly requested feature was more challenging that I thought. The game visuals are all optimized for speed with loads of shader tricks and converting it to a usable 3D mesh which still looks like the game requires “in-optimizing” the meshes.
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I love visiting Jing An temple whenever I visited Shanghai. It inspired the in-game temple you can build in Ultrapolis.
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Homage to a science fiction film classic
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Was trying to think about how to fit green space into a cyberpunk city and Ofcourse it would basically a theme park you have to pay for.
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I just don’t think we’ll have flying cars in the near future like how many cyberpunk films and games portray them. I think Ghost in the Shell portrays air infrastructure. What do you think? A cyberpunk game with no flying cars (but literally everything else).
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I loved being in Tokyo and seeing the massive towers fly past the windows. In Ultrapolis the trains run 24/7
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Having lived in Shanghai, Taipei, and traveled Hong Kong has shaped how I remember dense cities to look. In Ultrapolis you can design the small things as well. Here’s me spamming all the decorative elements in one narrow street.
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To be fair the lanterns are very “china town” 😅
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