I think I've finally figured out a sustainable way to bring gamedev back into my life in a way that works for me. And I'm actively working on a game I'm very excited about. 🥳 It's a slow but steady pace, but I'm in a position where I can take my time and enjoy the process.
capture.se is my main gig, and it allows me the freedom of not having to rush to release something. And without that pressure, I can do indie gamedev in a very chill way. It will take time, but that's ok. It's inspiring and fun, and most importantly, sustainable.
🐣PaperKlay is now available!🐔
A 3D Platformer where you rotate and unfold a paper and cardboard world!
Meet fully voiced characters on your adventure!
Featuring the Banjo-Kazooie composer on the title track!
Poured my heart into this game, I hope you like it!
RT to help 💜
I will stay here for as long as it is relevant, but you can also find me as “fohx” at the elephant gamedev place and at the place where the sky is blue.
Just a small update, I don’t have much to share but I’m making steady progress with my projects again. Most importantly, I’ve found the fun in it again. I've also decided to let myself just take my time for now and experiment with a few things, and just see where it goes.
I’m excited to say that #SteamWorldHeistII is OUT! 🥳 On a more bittersweet note, I’d like to add that this was my last SteamWorld game. After nearly 15 years of directing most of the titles in the series, it’s time for me to start my own thing. But for now, enjoy Heist 2!
Hey, it’s been a while. Tbh, I needed a break from my gamedev projects for a while there due personal reasons, but I think I’m finally starting to feel the inspiration and motivation slowly coming back (especially thanks to some recent developments in life). 🙂 So.. we’ll see.
I’m still doing graphics programming as always for @capture_se of course too and having fun with it. For instance, I think the biggest and most interesting feature I worked on for the 2023 release was adding HDRI support to the renderer:
youtube.com/watch?v=_upVuFKU…
I’ve been having some fun with tech stuff on the side, though. I even have a web build of this little (mostly C99) engine now. 🦊
(I also came up with a hacky idea for cheap indirect lighting that at least looks better than basic ambient..?)
ALT Screen shot of game engine running in a browser window
Hey, I’m finally making some progress on my own projects again, but considering that I haven’t had much energy to work on basically a second part-time job during the pandemic, I’m going to allow myself to take it slow for now and just explore a few things in a healthy way. 🙂
In other cool news, @capture_se (and its real-time renderer I’m working on) was used extensively for this year’s Eurovision Song Contest! 😮 It’s been amazing to see it in use on such a big project. (Some nice pics in the blog post)
Hey, sorry for being quiet, been some difficult times tbh, and it hasn’t been easy to focus on too many things at once.
But I’m starting to find the energy to work on my own stuff again, and I finally got my first vaccine dose 💉 last week, so hopefully better days ahead. 🙂
My new super secret company is hiring! Our great team is looking for a lead experience developer. Do you think games and magic experiences can make a change? We do. tjing.co/jobs/experience-dev… Plz RT!
I haven’t had much energy lately for my own projects due to the whole situation, so more on that later. But in graphics dev part-time work news, we just released Capture 2021! I worked on extending the PBR material model this year, among other things. (capture.se/Products/News-in-…)
It’s pretty cool to see models with full PBR material support in the iOS version of Capture, along with the usual volumetric rendering and such. It’s just impressive how much you can do on Apple’s GPUs and CPUs these days.
ALT Capture Mobile displaying a test scene on an iPad Pro
Hey, sorry about being quiet again, but it’s been extra difficult lately, on top of the isolation and everything.
We lost dad a few weeks ago to Covid-19, after a difficult period of time. He got me into both computers and making music as a kid, so… Thanks, dad 💔.
I’m still working on my chill exploration (side?) project, work has been a bit slow lately and mostly under-the-hood stuff and gameplay that I’m not ready to show yet, but here’s another dark night lighting experiment screenshot at least. 🙂 #FohxProjectHexagon#gamedev
Phew. Hi, I'm back. I’ve just had plenty of vacation with lots of rest, it seems I really needed that. Tbh, it’s been difficult for me to focus on game dev and creative things with the whole situation this year, but I feel like the rest helped a lot.