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subtilicus.bsky.social
Technical Art Director, Activision - Elsewhere Entertainment 23 years in games. Dane, living in Sweden. Formerly Unity Technologies : FPS Sample, Megacity & DOTS. Io Interactive: Lead Artist and Tech. Art Director on Hitman & the Glacier Engine.
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new family of cellular automata! this is literally the first time i've ever seen them running. they look lively. i'm using count of ortho neighbors as 1 axis and count of diagonal neighbors as the second axis. rule lookup is 5x5.

For the love of our eyeballs, do not align your ember particles to velocity! Don’t give them that comet texture either, ugh. Let’s make ✨physically based flying embers✨ A Unity vfx graph implementation and explanation below. 🧵

Very neat novel dithering approach by former colleague Rune Skovbo, I’m sure it will find cool uses beyond simple shape shading. youtu.be/HPqGaIMVuLs

We're hiring a senior content designer on the WoW Housing team! Come work with me! careers.blizzard.com/global/en/jo...

bring me more C̷̯͙̥̹̞̗̋͊̋̋̔̋͜ͅȖ̴̢̪̞̲̮͇̓̏̽B̵̡̢͕̙̳͙͓͍̣̝̅Ę̶̱̰̯̰͕͌͂̐̒Ş̵̪̹͍̲̜̜̫̣̹͌̒ #gameart #gamedev

📢 EEEP!!! MYTHWRECKED is OUT NOW After *3 years* my next indie game (following Röki) is OUT NOW on Steam, Xbox and Nintendo Switch... 🏝️ Explore a secret island ⚡️ Meet the gods of legend 🔎 Uncover the truth, behind the myth

The Graphics Programming Conference released a bunch of great talks on Youtube yesterday. Really enjoying the Tiny Glades talk! 🤩 www.youtube.com/@GraphicsPro...

Excellent talk by @frguthmann.bsky.social on GPU Occupancy. youtu.be/sHFb5Xfwl9M?...

Assetpack WIP:

What's up? Rolling ball, ThAt'S wHat'S uP!

Testing the new collision's features in VFX Graph, I made this cheap Katamary sample. Meshes are GPU particles, that stick and orient to the sphere. The Collider radius is driven by the sticky particle count stored in a tiny buffer. Thanks @shadi3st.bsky.social for the help on particle's orient.😁