Reindeer Engineer at Sucker Punch Productions

Joined April 2014
5 Photos and videos
25 Sep 2024
RT @garfep: So excited to finally announce Ghost of Yōtei!!! We have SO much more to show, but for now I’m glad to reveal this first look…
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Eric Wohllaib retweeted
Guess what I can finally talk about the Sail Forth RELEASE DATE and it is 🚨🚨 RIGHT NOW!!! 🚨🚨 I've been working on this game for over 6 years, this doesn't even seem real lol. It would mean the world to me if you could share this! Link and thread about the game below 👇
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Eric Wohllaib retweeted
10 Sep 2022
My #GDC22 talk about how we built the world of @AscentTheGame is now available for free on youtube! youtube.com/watch?v=FodXp5Bk…
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Eric Wohllaib retweeted
Our GDC talk is now on youtube. Thanks to everyone who came to see it and the q&a session afterwards!
New #GDC22 video on YouTube: Can We Do It with Particles?: VFX Learnings from 'Returnal,' with Housemarque & Playstation Studios’ Risto Jankkila and Sharman Jagadeesan youtube.com/watch?v=qbkb8ap7…
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Eric Wohllaib retweeted
Graphics Programming weekly - Issue 244 - July 17, 2022 jendrikillner.com/post/graph…
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14 Jul 2022
My GDC talk got uploaded to YouTube! youtube.com/watch?v=Ibe1JBF5… If you have any questions about grass rendering in Ghost of Tsushima, feel free to ask :)

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24 Jun 2022
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Eric Wohllaib retweeted
Here is what I've been working on all year: the Arrow Peak Shrine from #GhostOfTsushima, recreated with #LEGO. Exploring Tsushima really helped me relax and find inspiration these past two years. Thank you @artenvelope and the team @SuckerPunchProd for this incredible game!
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Eric Wohllaib retweeted
19 Nov 2021
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Eric Wohllaib retweeted
We’re looking for a programmer to join the PS5 rendering API team in ATG. This isn't a maintenance role, you'll develop new technologies and closely work with game teams. RTs (and applications!) are very welcome. My DMs are open if you have any questions. grnh.se/d68c6e622us

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It seems @Official_GDC wants to put me on a speaker deck of cards. Is there somewhere I can view decks from previous years to get a feel for what this is? I tried looking around the web, and didn't see anything
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30 Sep 2021
Man, such an awesome team. Demon's Souls is such a great game, super excited for more
The studio’s brilliant re-creation of Demon’s Souls for the PS5 launch proves that @bluepointgames knows @PlayStation games inside and out. We are so excited to welcome them as the newest member of PlayStation Studios! Congrats to everyone at Bluepoint Games!
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18 Jul 2021
Come see how we made the grass in Ghost of Tsushima! Tomorrow at 1:20! Please retweet! schedule.gdconf.com/session/… #GDC21 #GhostOfTsushima

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Eric Wohllaib retweeted
#GhostOfTsushima Director's Cut comes to PS5 and PS4 on August 20! Watch our trailer and visit the PlayStation Blog to learn about the new Iki Island expansion, plus PS5 features like Japanese VO lip sync, haptic feedback, adaptive triggers, and more: blog.playstation.com/2021/07…
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Eric Wohllaib retweeted
this is your daily reminder that the @sailforthgame demo is available right now on Steam and Xbox! ⛵️ sail boats! 🐠 catch fish! 💥 shoot pirates! store.steampowered.com/app/1…
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Eric Wohllaib retweeted
Curious about engine technology of #GhostOfTsushima? Or how we loaded such a big world efficiently? Come see my talk at #GDC21 "Zen of Streaming: Building and Loading 'Ghost of Tsushima'" There'll be a some rendering and optimization tech mixed in as well.
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24 Apr 2021
Playing with an old prototype in my toy engine. Building space ships is always neat 😎 #screenshotsaturday
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Eric Wohllaib retweeted
Programming jobs plug! SP is hiring for a number of programming positions, both junior and senior (jobs.suckerpunch.com/). More to come including graphics and multiplayer programming.
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Eric Wohllaib retweeted
Countless details make Ghost of Tsushima’s stunning vistas and bloody duels all the more striking. How @SuckerPunchProd made it happen: play.st/2LgpP0D
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31 Dec 2020
Denoising shadows is hard. This is my attempt with a 40 tap Poisson blur, with weights that falloff depending on how much the shadows have changed since last frame (inspired by @olej3d's talk). How is everyone else doing it?
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