I'm a hobbyist modder and game designer who began my journey with level design for Half-Life 1. Over time, I've transitioned to working with Unreal Engine.
Please destroy our insect RTS trailer. Again.
Some people said the old trailer made it hard to understand what you actually do, or who you play as.
Does this version make the idea clearer and more interesting?
#gamedev#indiegame
What to project textures with a post process material in #UnrealEngine?
Here is a simple material setup:
* make flames everywhere in a burning house
* add water caustics in a pool room
* limit the normales to blue to add snow on top of everything or making RTS like fog of war.
remove the round node to get a smother transition.
you can also use a height lerp instead of the default lerp node.
This is made in the latest version of the #UE5. (5.7)
* Vertex Lighting
* Vertex Snapping
* Affine Texture Mapping
and many more retro features!
(Many UE5RFX features are not visible in the video)
#UnrealEngine#gamedev#retro#UE5RFX#UE5
Classic Doom sprites in #UE5 using only a plane static mesh material.
Dynamic resizing, view direction snapping, fully runtime controllable, no Blueprints, no Paper2D.
Frame animation mapped effortlessly through Primitive Data. (no dynamic material needed)
#UnrealEngine#UnrealEngine5#gamedev#retro#UE5RFX
Nobody asked for it… literally NOBODY But I still went ahead and brought back that glorious old-school Duke Nukem 3D / Build Engine screen distortion when you look up/down in #UE5
(can switched with just a click)
#UnrealEngine#UnrealEngine5#gamedev#retro#UE5RFX
Nobody asked for it… literally NOBODY But I still went ahead and brought back that glorious old-school Duke Nukem 3D / Build Engine screen distortion when you look up/down in #UE5
(can switched with just a click)
#UnrealEngine#UnrealEngine5#gamedev#retro#UE5RFX
I have republished a level design case study breaking down my process from blockout through to playtesting/iteration on a multiplayer map. It focuses on readability, pacing, and controlling engagement while mechanics were still developing #gamedevnoonan.design/level-design/c…
SPRAWL is back! We're also up on Steam for Seven bucks to celebrate!
There's also something new coming from us at @MAETHcorp, we're currently looking for voice actors, if you want to be a part of our next chapter, reach out!
More info below... 🧵
Upcoming in the next #UE5RFX version: #N64 filtering support for TileSets.
Put all your tiny textures into a single texture.
No texture islands needed, no bleeding!
#gamedev#indiedev#ue5#unrealengine
Built a #UnrealEngine5 plugin that converts textures into flat meshes.
Supports greedy meshing, vertex color baking, and UV mapping straight from the source texture.
Perfect for pixel art, lowpoly, or procedural workflows.
#gamedev#indiedev#ue5#unrealengine#voxel#UE5RFX