Tech Writer Manager @ Epic Games. Crafter of Artisanal Text. #GameDev’s Cool Aunt. Brush your teeth, unwrap your UVs, & fail. Drinks her coffee & loves her job.

Joined February 2014
1,965 Photos and videos
Now that I’ve reached 2400 followers, I think it’s time for a new intro post! Hi, I’m Jessica and I am a Tech Writer at Epic Games, focusing on Worldbuilding and Art Pipeline tools. Outside of that, I focus on Level Design in my spare time. Prior to the industry I was a teacher.
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The Games Industry is not some desirable dream job with a great work life balance. - More competition then any other job. - You will have to work harder for just a chance in this industry then any other job. - You will not matter to the company you are so passionate for. - Salaries are pretty shit compared to other industries that are far more accessible and family friendly. Despite all of this; I would choose this industry over and over again if i had the choice. It is my dream job and i know any other more comfy industry would not full fill me like this one. The success you can celebrate with your teams. The people you meet and create strong bonds with. The feeling of finally shipping a game you poured all your passion into despite noone but your peers recognising it. Seeing kids and Adults lose themself in the worlds you helped create and having a positive impact on their life and forget the material world for just a moment.
Jun 9
Shock me with the harshest reality truth.
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Here's everything you need to know to start UV Mapping in Blender ~ #Blender3D #3Dartist #3dmodeling
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A videogame production in a nutshell: 1. An idea pops 2. Production starts 3. Antideluvian forces opposing themselves in a chaotic maelstrom. Tears, blood, the foundations of reality scrambles while the world tears apart in an inhuman scream. 4. Ship it
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So I finally saw the State of Play #gamedev
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In this tutorial, I show how to spawn objects along a spline. We start out really basic with a row of traffic cones and then get more advanced with a line of fence segments that connect with each other. youtu.be/WQc0imxsGdI
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🚨 Epic says thumbnails are becoming a bigger Discover signal. In Epic's updated Discover documentation, they state that thumbnail best practices will have an even greater impact on island visibility starting in June 2026. Some of the thumbnail guidelines Epic highlights: • Accurately represent your gameplay • Be unique and original • Avoid misleading players • Follow Fortnite's content guidelines • Focus on clear visual communication Worth keeping an eye on.
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We'll not hire a junior, as talented as they are, if they don't fill all the country immigration requirements, such as visa. If we have a need, we need to fullfill it now, not in 6 months because the visa process.
Recruiters, Lead Artists, Art Directors, and Senior Artists: What’s the harsh truth that junior artists need to hear about portfolios and job applications? Not the sugar-coated version. The thing that repeatedly causes candidates to get rejected. And on the flip side: What is something that instantly makes you think: “This person is worth interviewing.” I’d love to turn the comments into a learning resource for aspiring artists trying to break into the games industry. Let’s help them understand what actually matters.
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In this tutorial, I show how to use splines to define where PCG can place objects. PCG can be limited to only place objects inside a set of closed-loop splines, or you can use those sample splines to remove objects. youtu.be/AWJ7H4C6ObI
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can confirm everything in this article
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In this tutorial, I show how to automatically add a dirt and roots material to the landscape under PCG trees. I also show how to make the trees deform the landscape just slightly so they feel more connected to the ground. youtu.be/VtvM-OkZYDk
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Jessica Plowman (she/her) retweeted
Do you need 300 modular city assets to build a city in Godot, Unity and Unreal? (even has fake window interior shader!) The Downtown City MegaKit is out right now! quaternius.com/packs/downtow… #gamedev
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Next Wednesday on Creative Juice, I’m sitting down with @imJaviRomero. We talked UEFN, trailers, cinematics, working with brands, and how tutorials helped turn his skills into real opportunities. This is a good one for any creator trying to level up.
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🔴 LOOKING FOR WORK 🔴 Available for full time roles or short term contracts. Experienced with UE5 and Unity. I also have backround in rigging, shader creation, look-dev/prototyping and UI design. DMs open!
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You never really know what someone is dealing with behind the scenes. That has been one of the harder lessons for me to learn. Sometimes people are late. Quiet. Short. Distracted. Not themselves. And the easy thing is to take it personally. But life is heavy for a lot of people in ways they never talk about. It took me years to learn this, but giving people a little more grace and leniency goes a long way. You never know what someone is carrying.
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With #UnrealEngine 5.8, we get more procedural vegetation support to finally create things not only from scratch, but use other trees as a base if we want. Which is what this is. I think this will be a fun tutorial to make for this Sunday. What do you guys think? 😉 It won't be super super in depth, since it's just preview and there's quite a bit of crashing and whatnot. But to get yourself familiar with some basics, I think it'll be good. You can check it out on the youtube channel once it's out for free as always: youtube.com/@Procedural_Mind…
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unhinged replies to this, as usual. UE5 doesn't force anyone to use Lumen - eg see Arc Raiders, beautiful UE5 game that doesn't use it. But Lumen can make things look amazing *and* dynamic, in ways that are impossible w/ baked lighting. Don't know why this is even an argument.
now do it in an open-world game with a 16 km^2 map ... or even just an outdoor forest environment
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Looks like it's time for a UE 5.8 performance highlights article soon! Looking forward to digging into all the changes and improvements again.
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Alcoholic, me? I'm a gamedev. OF COURSE I am! At Comic art festival of MTL
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In this tutorial, I show a simple method and a more advanced method to grow a forest using Unreal Engine's Procedural Content Generation system. youtu.be/DoZRYtvb8OU
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Last year, we released the latest version of the 'Your First Hour in Unreal Engine' course, now it's time to take your skills to the next level with 'Your First Game in Unreal Engine!' In this beginner tutorial series, created in partnership with Luke Anderton of Tinkr Studio, you will learn how to create more complex gameplay designed to work with the 3D platformer game you created in the First Hour in Unreal Engine course. Get started today: youtube.com/playlist?list=PL…
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