Game Dev | 2D/3D Artist @…your company? Hit me up! | UCF ‘20 AlumKnight | $Relativist | Self-Full | He/Him | #PlantGang 🌱 Tweets don’t rep employer. F✨ck GenAI

Joined April 2020
2,650 Photos and videos
AYO!❤️💚💙 SO, as of March 6th, 2026 I got OBLITERATED by a mass layoff (I'm talking 100s of ppl, across multiple subK companies), and I've been surviving off my savings since, so... It'd mean THE WORLD to me if y'all could blast this post everywhere! artstation.com/artwork/QK1mm…
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Ryan Morales❤️💚💙 retweeted
Didn't stop. #Marathon
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RT @axl99: Don't let the Epic marketing machine fool you. That's still exploited artists' work using commerical diffusion models; decades o…
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Ryan Morales❤️💚💙 retweeted
It's all just offering a solution to a problem that doesn't exist. AI companies are trying to turn a craft into automated gamification for their own bottom line. Quicker cheaper content = more money. This isn't about a tool for artists, it's a tool for capital generation.
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Ryan Morales❤️💚💙 retweeted
Questions I ask. 1. What's in the models training dataset? 2. If you remove the artist, could you still easily generate a good concept with a simple prompts? 3. Why would I need or want this? I enjoy creating art & don't enjoy babysitting or cleaning AI output.
Here's a look at how Epic's artists approach concept work. From blank canvas to final concepts, they sketch, block out, and refine using traditional tools and evolving ones like Nano Banana, with the artist’s vision driving the ever-evolving process from start to finish. youtu.be/ZR2xbcf3Xyw
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Ryan Morales❤️💚💙 retweeted
when the focus is here the work is quick and it's HERE
I don't have much to contribute to the game industry talk today except control what you can. If you live to make your art continue to do so and stay hopeful that opportunities will eventually find you. Become so good they can't ignore you, that's all you can do.
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RT @GangstHannah: A lot of us don't use GenAI and don't post pictures of ourselves online because of the rampant use of GenAI for mass surv…
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Ryan Morales❤️💚💙 retweeted
He is correct. People make games. Companies are temporary and ever changing. These ships are not the same ships after swapping out all the parts. No reason to "save" them if they aren't surviving on their own. If you asked "EA wants to close studio X down, should we save studio X?" the answer would be different. Because we are talking about the people there, not the name of the company.
Sandy Petersen, the designer of Doom, Quake, Call of Cthulhu, and Age of Empires, responding on social media to fans asking how to save Blizzard: "We don't need to save Blizzard. We didn't need to save Microsoft or id Software or Ensemble Studios or Atari. We don't need to save ANY game company. If they die, they die. They will be replaced with new, likely superior game companies. Gaming continues." The man who helped build the foundations of modern gaming says let the industry's legacy studios die. Is he right?
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Ryan Morales❤️💚💙 retweeted
Using high quality, stolen ingredients doesn't mean you know how to cook.
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Ryan Morales❤️💚💙 retweeted
When I say a AAA trailer can cost "about four months of development iteration time", I don't mean it LITERALLY takes four months to edit a video. I mean that's roughly how much disruption gets spread across the team. The first month is goddamn death by a thousand cuts. Producers and Directors need to figure out what the trailer is trying to say. Teams are pulled into meetings. Features get reprioritized. Artists, designers, engineers and QA all have to estimate what they can realistically contribute. Nobody stops working entirely, but everybody for sure loses some momentum. Then you can have a period of intense focus where parts of the team temporarily pivot away from buildin the core game. Artists gotta create bespoke assets. Engineers are hacking together functionality that only needs to work in a controlled environment. Designers have script moments that sell the fantasy that takes so much iteration to get right. QA has to maybe validate a slice of the game that may not represent the wider experience. Because you can't showcase something that looks well but doesn't play well, (and then you're stuck with bullshit that looked good in a trailer). For a month or two, a significant amount of creative energy gets redirected toward the trailer. BUT GUYS IT GETS EVEN MORE ANNOYING WHEN THE TRAILER SHIPS. The month after is often spent stitching all that shit back together again. Teams gotta resync, all the damn plans get rewritten. All those features built for the trailer get integrated, or re-scoped (or ABANDONED???). Feedback from execs, publisher, press, or the public might even create new priorities. Not ot mention people have to remember where they left off before the interruption. A whole bunch of people gotta take a couple days vacation after the trailer if they had to crunch for it. The trailer migtt only be three mintes long, but every AAA game development i worked on ran on momentum. It's not that everyone suddenly stops working for four months. It's that hundreds of people each lose little chunks of time, and eventually those chunks add up to months of development momentum disappearing into the fucking void. I'm trying to teach everyone how Game Dev works but it's too many words sometimes.
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Ryan Morales❤️💚💙 retweeted
"why no NaUgHtY dOg tRaiLeR?" Because every time a AAA game studio has to move resources over to making a trailer, it causes the game to lose about 4 months of actual dedicated development iteration time. Look, do you want a new game or not?
Jun 15
Naughty Dog has, for decades, been PlayStation's golden goose, producing technical wonders while delivering incredible narratives. But after this year's State of Play, it has become clear how absent they've become. So why has Naughty Dog been benched? bit.ly/4xjXF6P #IGNSummerOfGaming
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Exemplary behavior imo
Thanks for apology @spectraimsim Happy for anyone to disagree with me but would prefer ppl diss, refute, and critique the words spoken rather than my character. Especially if we don't know each other. I also shouldn't have assumed some of your words were maliciously charged.
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From both sides it seems
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The amt of gray hairs on my head after this weekends gamedev discourse grew 2%. Y’all aging tf out of me. I will take it out on all of you, one art piece at a time.
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* pulling up with the squad to new tweet from @ un4v5s8bgsvk9xp

ALT Vro Yeet Justin GIF

No.431、人物ペン入れ完了。
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Y’all think JJJ from Spider-Man would be maga?
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Ryan Morales❤️💚💙 retweeted
Looks so official my ass thought it was a leak 💀 Incredible job 🔥
The Pipes Are Crying Coolant #Marathon
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Ryan Morales❤️💚💙 retweeted
It’s not about investing in games, but investing in people. Because it’s great teams that make great games. I left Wardog 6 months ago and even before that I was transitioning away from management for about 8months. I realise the thing I miss most is seeing the team grow. Not just as artists but as people. It’s a strange feeling to see the company updates and peoples skills continue to leap. I feel like I blinked and 6months passed. Proud of them.
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Ryan Morales❤️💚💙 retweeted
Replying to @jadel4w
I hope that one day I will be able to work at a place like Wardog.
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Ryan Morales❤️💚💙 retweeted
“IF YOU DON’T USE AI YOU’LL BE LEFT BEHIND!” okay 😭 i don’t even wanna go where y’all going
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THIS IS SO SICK!!! Exactly how I feel on Dire Marsh sniping unsuspecting runners after I steal their gold keys🙂‍↕️🙂‍↕️🙂‍↕️

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