Lead Material Artist | PlayStation Studios Visual Arts | Ex Infinity Ward | Ex Kojima Productions | Adj Professor @LCAD & @Gnomon_school

Joined November 2011
843 Photos and videos
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For 3D students: Most I’ve met simply aren’t doing the hours needed to get into the industry. Studying only 10:00-16:00 every day won’t cut it - particularly since only a portion of the day is spent on actual work.
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Making good progress on my #UE5 'Asset Showcase Tool' Been working more on the core arranging helper actor functionality Join my newsletter to hear when the tool launches 👉buff.ly/mvKbc7G In the vid I quickly: 🔸Add 43 materials to the level 🔸Generate text labels for them 🔸Try out different layout options 🔸Frame the materials with a shape helper 🔸Add a large descriptive label Still lots of work to do, but it feels good having a chunk of the functionality in place now and it's all starting to come together. My goal is still to make showcasing #UnrealEngine assets quick, easy, and fun! #GameDev | #IndieDev
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It's still a WIP, but here's a breakdown of the shader setup behind the tear effect, along with a semi-low-res screenshot of the full graph. Sorry for the rough presentation. 😅 #UE5 #VFX #FPS
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In Unreal Engine, we can use the object's position in the world to add offset to the material. It adds a little bit of variation to the instances in the level. For this, we use either the object position or actor position nodes. Tutorial: youtu.be/nzilgHExWE0?si=y18e… #gamedev #ue5
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Been making progress on my new #UE5 'Asset Showcase Tool' Added shape helper actors over the last couple of evenings (see vid below) Join my newsletter to hear when the tool launches 👉buff.ly/mvKbc7G Got lines, rectangles, circles and arrows all working so far These are designed to help group and present assets more nicely inside #UnrealEngine Still need to smooth out the workflow and UI a lot, but it’s all starting to come together My goal is to make showcasing assets in Unreal quick, easy, and fun! #GameDev | #indieDev
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In Unreal Engine, we can use the object's position in the world to change the material. This can be done by using either the object position or actor position nodes. Tutorial: youtu.be/rtoSHVKrqgU?si=G8I8… #gamedev #ue5
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Rooted in brotherhood. ​ Built for YOU 🫵​ Experience Emergence Day with the Gears of War: E-Day Collector’s Edition. ​ Stay tuned for pre-orders.
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The Odyssey IMAX 70MM/PLF showtimes are up at showtimes.com, this site is the portal to all theater chains from Google. Tickets go on sale tomorrow, June 4 @ 9am PST/12pm EST. #ChristopherNolan #TheOdyssey #IMAX #ShotEntirelyWithIMAXFilmCameras showtimes.com/movie-times/th…
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Here's a better idea of how parallax can be used to fake interiors in games
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i was surprised to find how convincing it is to mix a parallax occlusion tiling texture with modelled edge pieces
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congrats to the owners of a brand new $6k paperweight
Game: Valorant AC: Vanguard (VGK) Today’s Vanguard anti-cheat update blocked the majority of DMA firmwares using SATA/NVMe. VGK suddenly triggered an IOMMU restart warning in-game, after which the DMA firmware becomes completely unusable, even without the game running or after uninstalling Vanguard. Only fix is a full OS reinstall. It’s using IOMMU to create read blocks, which permanently breaks the majority of almost all SATA/NVMe firmwares once triggered. Even the advanced H2-board got affected. Confirmed Firmware Block wave by @ItsGamerDoc
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Javier Perez retweeted
Generally, your textures will work better if they don’t stand out apart from each other as too bright or too dark. Instead are more cohesive. You then able to have more controllable lighting. Check Base Color only view. Not always the case but generally this will help you.
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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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The CEO of Take-Two, the company behind GTA, just said something the entire AI industry doesn't want to hear. And he said it without being anti-AI. Strauss Zelnick's argument is precise. AI is built on datasets. Datasets are backward-looking. Creativity is forward-looking. A model trained on everything that already exists cannot, by definition, produce something genuinely unexpected. And all hits, by their very nature, are unexpected. Asset creation and hit creation are not the same thing. AI is getting very good at the first one. The second one is what actually makes money, builds franchises, and changes culture. Nobody has shown AI can do that yet. The derivative property problem is real. You can clone GTA with existing technology. You could do it before AI. It would take 3 years and look identical. It still wouldn't sell. Because it isn't GTA. It's a clone of GTA. And consumers, despite what the industry occasionally pretends, can feel the difference between something genuinely new and something assembled from the residue of things that already worked. Thousands of mobile games ship every year. 0 to 5 hits get made. The same studios make them every time. The technology to make more games has been commoditized for years. It didn't democratize hit creation. It just flooded the market with more forgettable product. The Silicon Valley thesis that AI unlocks game creation for everyone is true in the same way that cheap cameras unlocked filmmaking for everyone. They did. And the same 5 studios still make the movies everyone watches. What Zelnick is saying, without quite saying it, is that the thing AI cannot replicate is taste. The instinct for what hasn't been done yet. The cultural antenna that detects the gap in the market before the data can see it. Data tells you what people wanted. Hits tell people what they want next. Those are different jobs.
🇺🇸 Tucker lays out the deepest critique of AI yet, and it's not about jobs... His argument: writing produces thinking. You can't formulate a thought without first articulating it. If kids never write because AI writes for them, the quality of human thinking collapses. That's the surface problem. The deeper one is purpose: "The point of living is to create. That's the point of being a human being. It's necessary for joy. There is no joy without creation." If the machine creates everything and humans just consume, you don't get utopia. You get despair, mass unemployment, and eventually political revolution.
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Unreal Engine 5.8 preview is live, introducing Mesh Terrain, updates to Procedural Content Generation, the Procedural Vegetation Editor, MetaHumans, and much more. Download: 80.lv/articles/unreal-engine… Video by @DylserX
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UNIQLO reveals part 2 of their Pokemon 30th Anniversary Collection! Estimated release late July 🗓️
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The Mineru’s Construct amiibo arrives Sept. 17! This amiibo features articulated arms that you can pose. Tap it in-game in The Legend of #Zelda: Tears of the Kingdom to receive a unique design for Link’s paraglider.
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Uniqlo x Pokémon Red 🔴 • July 2026
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Maya2027のSmartBevel使ってみたけどいい感じ。 ベベル嫌いなので使わないですが、これはいいかも。 なんでできなかったのって話ですが。 ブーリアン後処理なしなので、もう少し綺麗になるかな。 ブーリアンも嫌いですが、8気筒の排気パイプを作るのでちょうどいいかも。 #3DCG
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