day (really night) 55 of desert car combat game dev:
UI refactoring. I added an old school ammo display for weapons and rearranged the vehicle weapon info. At the moment many UI elements have no styling to them, this will change over time. I am trying different arrangements.
@RassoulEdji
I would venture a guess that VFX also used more for everything, spreading everyone very thin when most of the movie is CGI instead of costumes and set design.
The
@Photoshop
beta got be fired up! After using it for adding layers to a Midjourney generated image (and animating the image in After Effects, I wrote a quick blog post of my experiments with it:
#AIAart
Editing Midjourney outputs in the new
@Photoshop
beta with built in generative tools. I already wrote a devblog post on how it slots in my pipeline:
#AIart
I created a scene color reading unlit grass with wind that matches a 2D background image perfectly. Supports character occlusion and shadows. For a 2.5D point and click adventure game.
I wrote of it in the devblog too:
#indiedev
#madewithunity
Experimental 2.5D Adventure game prototype with graphics from
#midjourney
#aiart
#gamedev
It took me 2 hours to do the top down alley location from scratch complete with 3D mesh, navigation and current interactions & effects. Icons with
@LeonardoAi_
, audio from
@ReplicaStudios
Goofing around with some depth of field experiments. 2.5D point and clickery. (Not final scale of bokeh 🧐) But a hint of this does add to the feeling of the spaces being awesome 3D.
#IndieGameDev
#madewithunity
#shipit
#Bloopers
I wrote a completely custom shader for relighting a flat 2D background image in Unity. All realtime lighting in the environment are hand painted: the shadows and the moving light
#indiedevhour
I wrote a custom shader graph shader for flickering hologram screens in Unity. Supports both still images and video files. Tutorial in the link
#indiedevhour
#adventuregame
After working on my AI assisted free 2.5D point and click adventure game for a year, I am releasing a demo for PC and OS X! This demo shows how AI tools help a solo dev make a game and what it could be. I have the whole process in my blog.
#aiart
#indiegamedev
#buildinpublic
Experimental 2.5D adventure game in the making!
#madewithunity
friday! Using AI to assist with 3D characters. Blending painterly 2D backgrounds with 3D characters nearly seamlessly.
I often get asked how I upscale images for Echoes of Somewhere. We have been using a tool called Magnific AI in secret! It is a "generative" upscale that can hallucinate new details into the image. Examples in the comments!
Experimental 2.5D point and click adventure game. Creating a new character from an AI generated concept in an AI generated location.
#AIart
#unity
#IndieGameDev
read about the process here:
@SamSantala
@Adobe
@Photoshop
I bet this has to do with their ML tools that need to send your content for adobe to be analysed. Just like generative fill works.
I found a way to light an AI generated 2.5D scene solely with the image color data baked into light probes. Experimental freeware 2.5D point and click adventure game. Explanation in the devblog:
#aiart
#gamedev
#indiedev
#screenshotsaturday
#gamedev
Probably not going to be posting much footage from day 27. Today I started work on the power-up system. This is a big system as it incorporates loot, load out selection, game shop, inventory management etc.. A lot of the meta-game is bursting to be built! Oh boy there suddenly is
AI assisted Experimental 2.5D point and click adventure game dev diary latest update: I needed an anamorphic bloom effect, so I learned how to create full screen post process materials in Unity URP and documented the process for you as well. I also very lightly touched on the
Did you know that there is a tool that allows you to use AI to quickly see any object from another angle?
#AIart
it might be useful for AI powered 3D generation by providing data for photogrammetry software like
Today, after 8 years, I return to Remedy Entertainment, this time as a principle VFX artist. It will be very interesting to learn how the company has changed during this time! I will do my best to help make the future Remedy games absolutely incredible! Also, this is going to be
Help me name my convoy-heist-grapplehook-car-combat game! I am at a loss. ”What a glorious day” would be fun, but it is too Mad Max?, this is not *krhm* set in the movie universe. 🤭
#indiedev
#solodev
#Action
#AI
assisted gamedev, 2.5D Adventure game: adding AI accelerated fluid simulations!
@ZibraAI
#AIart
#gamedev
#buildinpublic
I will post a full workflow breakdown later today. (background is AI generated, characters are AI designed & textures and fluid sim is using AI)
Unity's distance fog sucks! And guess what, so do point lights! maximum of 8 per mesh, nonsense!
DAY 10: today I programmed my own sky-map based fog, it gracefully fades level geometry into skybox coloured mist.
I also programmed a custom point light renderer that supports
Experimenting with
#AIArtworks
pixel art outpainting Base generation in
@midjourney
, outpointing & inpainting in
@Photoshop
& pixelated nearest neighbour downscale and animations in
@AdobeAE
.
Gentlethem, start your engines!
Weapons are still missing, so once everyone begins to fire rockets at you it will be a different kind of challenge!
The goal of the game is to steal the big rig in the front of the convoy.
line colors:
green - target car can me grapple-hooked into
I made a point and click adventure game demo as a research project on the use of gen AI in a game project. Despite of heavy use of AI, I still had to spend over 300 hours of my own time on coding, shaders, lookdev, scripting and modeling to get this far! This I think is far more
After working on my AI assisted free 2.5D point and click adventure game for a year, I am releasing a demo for PC and OS X! This demo shows how AI tools help a solo dev make a game and what it could be. I have the whole process in my blog.
#aiart
#indiegamedev
#buildinpublic
@vproceart
Yep I have been saying this fron the beginning. Prompt engineers are no substitute for real concept artists. Text based AI can be a tool for fisr round of ideation and reference. Or final polish over traditional human art. Not fir the inportant parts in the middke.
Vehicle-combat-game-dev-day 38: I now have the first vehicle in the game with the updated materials and Ilmari has transferred all the audio to Wwise, so the game sounds crazy again!
As always, name ideas and special weapon ideas are extremely welcome. Any ideas really!
Little
#screenshotsaturday
@midjourney
sourced character design turned 3D in
@FoundryModo
. This character won the character design poll a few weeks back. So I figured I would start with that. I have not yet used ControlNET on any of the characters. Plain old prompting
#AIart
#indiedev
Adding AI (
@elevenlabsio
) & PlainTalk (Apple's 90's text to speech) voiceovers to my adventure game adds so much production value! The attached video demoes how these sound in use.
I am going for a hybrid Human/AI/PlainTalk mashup.
#ai
#indiedev
🧵1/4
A sample of VFX and shaders I have created for Echoes Of Somewhere: image based rendering for shadows and lights, flickering holograms, screen space grass w/ wind, dof, image based UV animated neon signs and implemented fluid simulations for smoke, fire & water 🧵
#gamedev
#AIart
I have had some days off work and immediately had time to work on the hobby project adventure game! I did a long awaited update on the world-map for the game: map destination select is now animated and respects tickets you have in your inventory. I have not yet written a devblog
My GOTY is hands down Alan Wake 2. I could not believe my eyes when I got to the musical part in the middle. It is maybe the most memorable scene in any game I have ever played in my life.
AI assisted gamedev. 2,5D Point and click adventure game. Creating an "image as keyframes" animation for neon lights using some advanced image based UV coord tricks! Shader code and how to in the bog:
#screenshotsaturday
#madewithunity
#indiedev
#AIArtwork
Crazy desert-car-grapple-combat game night 6 of development:
+VFX graph based tire tracks for all cars with wheel patterns
Randomised car appearances and some randomised pieces turn to rigidbodies on death for more clutter!
#IndieGameDev
#solodev
#unity3d
Dev day 14 is BBQ!
I added a throwable gas canister that wrecks massive havoc on the terrain and the hapless cars that get in the way.
I am absolutely loving adding the secondary weapons to the game! Such fun times! And as always, weapon ideas awe very very welcome!
This is the
Wonder Studio is pretty bonkers amazing tool. I can not wait to invent stuff I need this for! Apart from the hair being very problematic, the result here is nearly perfect!
FRIDAY the 13th day of development!
Today I implemented missiles: wonky, hard to aim things that only hit anything by mistake!!
The glow on the terrain from the flame in the back is just 🤌 and the cars doing somersaults is another 😘
This is the first secondary weapon in the
Experimental, AI assisted 2.5D adventure game devblog: I wrote a quick "tutorial" on how to use cadence to make better locomotion animators
#aiart
#gamedev
#buildinpublic
AI news: In addition to Echoes of Somewhere development. I started posting about other cool AI tech that is not directly related to the project. The first one is about
@BlockadeLabs
panoramic images' use case in games.
#aiart
Speedrun-gamedev-day48: what a glorious day! New terrain engine! Today I took a stab at creating an endless terrain from scratch as the pre bought asset I had used before was impossible (in my opinion) to use to get any kind of art direction on the terrain and super slow! So I
First version of the absolutely bonkers zip-line mechanic for the Mad Max inspired car combat craziness! With proper dangling animation driven by the RB velocities I think it might be ok! (Unity's ragdolls were an absolute nightmare!)
#MADMAX
#IndieGameDev
#unity3d
#solodev
I added some 80's flare to the logo animation and made the text appear more gracefully. The first pass of the animation was done pretty late and I skipped some polish steps!
#motionGraphics
Apart from the apartment being AI generated, the character in the scene is also designed and textured by an AI:
I have not tried a thread before this. Was it a good idea? Would you like to have more tweets like this in the future?
8/8
I used Magica Cloth 2 for the cloth simulations in Echoes of Somewhere. This is a powerful cloth sim plugin for Unity. It supports both bone and vertex based cloth.
#indiedev
#buildinpublic
#unity3d
🧵 1/4
Oh hi! I see that you have not yet wishlisted my 2.5D point and click adventure game! Did I tell you it is free? Oh, it is also an experiment on using AI to speed up the production so that I can solo develop a game on my free time! With weekly devblog to follow!
Where are we at? Night 18 of free-time mad game dev.
This night I added engine sounds. Because I had made the cars originally without engines or RPMs or torque curves or gearboxes, I had to redo the whole car logic in order to get the audio correct. Oh man what a nightmare as it
There will be plenty of music in Echoes of Somewhere. The first encounter with the "theme song" of the game you hear through the shower. We just recorded this today and I put it in to hear how it works. (not an April's fools!)
#buildinpublic
#indiegame
#music
My puzzle-combat-timetravel game, Iron Danger, was released on ps5 & xbox s/x this week. The porting took a while, but it feels great to finally have the game on the consoles!
#screenshotsaturday
@ParkerHartzler
You need a screen space material for the underwater parts that wipes the screen in sync with the water level clip plane. It is quite complicated to set up, but not impossible and once you have it done it is easy to edit/polish.
There have been talk that
@valvesoftware
has not cleared some games that use
#AIart
. You might have also noticed I am conducting an AI experiment on my free time, that I planned to release for free on steam. Today in the name of science I snitched on my game!
The glorious nekkid grapple hook mannequin now has a machine gun! (no one is shooting back yet though!) I also added some random forces when cars explode to make them fly higher! + a ton of other polish before I put in after the kids went to sleep. this is the 5th night session
Day54: With this progress from yesterday (camera shake, difficulty tweaks, grapple max distance) this project will now go on a break for extended period of 1,5 weeks 😬 See you on the other side! Enjoy multiple minutes of cars driving in the desert and occasionally blowing up!
DAY 19 of crazy-desert-grapple-gun-car-battle-game:
I edited a few minutes long compilation video to chronicle the full progress of the game development from day 1 to day 18! Come along for the ride!
#furiosa
#IndieGameDev
#unity3d
#solodev
#buildinpublic
I just finished creating a short playable demo of my adventure game Echoes of Somewhere! Now I just need to figure out how to get this build on steam for Mac&PC!
#IndieDevs
#buildinpublic
#solodev
#unity3d
Gamedevday 52: camera shake based on damage / explosions. First iteration only. I will need to polish the look and feel and iron out dome edge cases, but the core system is there!
#indiegamedeveloper
Figured it out on my own! Now I can use particles as lights with almost no performance impact! I previously did such a light setup in UE5 for distant village lights in Pax Dei, but now I recreated the setup in Unity URP for my car mayhem game. This allows me to attach lights to
Calling all unity shader wizards! Why does this node output black? I haver normal based SSAO enabled so the normals should come to the GBuffer
URP 16.0.5 deferred.
Opening a fridge has never been this satisfying in a computer game!
@ZibraAI
#sfx
#vfx
#AIart
More dev diaries coming now that the holidays are over! Experimental & free 2.5D point and click adventure game. (clip has audio).
Yes it is dev-day 23, yes it was time to add volumetrics to the lights! This is 100% fake mesh based solution. Works great and is fast! Really adds to that dusty feeling! In this scene, 99% of the light on the screen is completely fake.
#IndieGameDev
#solodev
#unity3d
#VFX
Creating an adventure game puzzle with realtime fluid sim explosions! This week at Echoes Of Somewhere dev blog (an AI assisted freeware point and click adventure game) we look into creating a new location, complete with puzzle gameplay, dialogue and puzzles from scratch!
This
It is that time of the night again! DEVDAY 17:
Explosions and mayhem! Also work was done on the UI. I added panels for cars and current weapon load out. I am still contemplating on it. But the data flows through from the weapons on the cars now!
#IndieGameDev
#solodev
#unity3d
DEVDAY50 news: mesh deformations, biplane cliffs and terrain wetness! A massive productive night! I created a custom mesh deformation setup for getting the cars totally banged out of shape when they blow up and collide with each other. It really adds to the chaos. I also did some
A bit on an early sneak peek at the custom sub surface scattering (URP shader graph) I have set up for Echoes of Somewhere. Finally we have translucent ears! Full tutorial coming in a few weeks.
#unity3d
#shader
#indiedev
The waiting room scene for my freeware 2.5D point and click adventure game has found its way all the way into Unity!
Because it is an extra wide scene, I thought it was a good candidate to be the game's first blatantly 3D location. This meant that the location mesh needed to be a
Grapple-hook-madness dev day 39:
New secondary weapon: torpedo!
This bad boy travels under the desert surface and you need to click RMB again to make it blow up. This one is a killer if used correctly!
I also added exhaust backfire when wroom-wroom!
#gamedev
#indiedev
#solodev
Tänään ilmestyy joulukuun Pelit. Numerossa Kemppainen kertoo tekoälyn hyödyistä indiepelinkehityksessä, Robocop-artikkeleissa käsitellään lainvalvonnan tulevaisuuden lisäksi myös siitä kertovat pelit. Jouluisen Pipsa-possun seurana tukku arvosteluita, kansipeli Alan Wake 2.