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vivi.the.enbywit.ch
girlgaythey she/fae/they Polish immigrant in the Pacific Northwest Unreal Engine Technical Designer, FP Animator & Front End Developer I love @melkat.blue girlfriend.games newsletter archive: https://buttondown.com/girlfriendgames/archive
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so happy all of these things made it in 😍
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right??? they've been so quiet about things, even the old trailer and references got scrubbed, so this is genuinely really hype.
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and the weapon anims you see in the trailer are mostly mine
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I will say, the most prominent left hand anims in the trailer seem to have been done by someone else after I left, but all the groundwork I did for it to make it happen is certainly still there!
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so happy all of these things made it in 😍
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here's the steam page! go wishlist it, it's coming out in may! store.steampowered.com/app/990380/M...
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If anyone wants to have some really nice tools for their game, I am looking for work btw!
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Most recent work I’ve done is on BRUTALISK (I’ve made animations, gameplay mechanics and UI) youtu.be/VKcl_78hIMg And I have a collection of various things I’ve done over the years: theenbywitch.itch.io/paula-the-po... youtu.be/HKnSZpAsMro youtu.be/ymKsFuW4LQs
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Hey! I’m a Technical Designer and while I don’t really have networking experience outside of professional work, I do know a lot about working with Unreal itself. I can animate with Blender, code a bunch of C++ (though I put a huge focus on making things in Blueprints)
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In uni I could not figure out matrices at all or how to work with them, but I know in a video game context how to use a projection matrix, transform things into local and world space, etc. Maybe because I could use all of those things in practice is what helped retain the information.
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I am unable to tell you why certain math things happen (damn Quats), but at least I know what I can achieve with specific operations and I think that’s really all you need to be efficient in your game programming work.