
Game developer working on @sharkraingame ! || Fanart is welcome!
Joined May 2020
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A little update. Showing you Buoyancy of physical objects and how they are effected by water current. #indiegame
Lin retweeted
In the past 3 months I've been quietly working day and night on "KITFIRE". My solo deved multplayer 12v12 shooter game where you build your weapon as the match progresses. It is already in a playable state so stay tuned if you are interested in joining future play tests!
Lin retweeted
Thanks so much to @Lin_Game_Dev for the support! ^^
This shark girl is so sweet! 🦈
This is just sad. Unreal Engine amazed me since UT2004. It always was inspiring to meet Epic devs & to listen to their talks. Passionate folks excited to share their works & knowledge.
But now? No knowledge, no passion, no works. Not even an original thought. Only "AI did this!"
We vibe coded the Epic Games Launcher to be faster than the other guy.
Don't believe us? Test it out for yourself in Preview:
launcher.epicgames.com
Lin retweeted
October game jam day 1. Did some custom Camera switching and dolly stuff. Oh also, Sidney is back.
Thinking of my childhood friend who complained that game developers are stupid because: "why don't they just take all the good things from other games and put it all into one???"
Remember to wishlist Super Sami Roll 2 on Steam.
I'm terrible at promoting my own game, so please make sure to tell family and friends too 😅
You must pirate every game that used AI in it's production. The game developers built with uncompensated labor and thus, equally, they must not be compensated. They have forfeited any moral claim to payment.
Please consider supporting my friends! I lived at Spelkollektivet back in 2020, which is where I also started development of Shark Rain.
Living there helped me getting started with game dev and it would be sad to see this co-living & -working house disappear!
Been working on environment art. Trying to find ways to place foliage procedurally. Using landscape material that will spawn meshes where I paint them.
Lin retweeted
I’ll be honest, I exclusively use blueprint visual scripting and depreciating will cause me to reconsider my use of UE in the future.
Visual blueprints allow me to create simple to complex systems without the worry of misspelled or case-sensitive code issues. It saves me tremendous time by avoiding tedious code typing when I can have an entire string of code done within a matter of minutes through node and data pin execution. The UE visual blueprints empower developers beyond understanding. It also provides much more accessibility to developers with educational inhibition to code learning. Visual blueprints are what I teach my high school students and they love the system so much because it made game development approachable at an early level.
@UnrealEngine please consider reverting the decision to deprecate and keep it permanent.
Hey Everyone. Our aim is to ship Early Access for UE6 by the end of 2027 and Blueprints will be supported in Early Access and the initial UE6 releases, but deprecated in the future.
Deprecation will mean a feature continues to be available without improvements, then is eventually removed. This timeline will be clearly communicated along with ways to migrate projects to Verse.
We recognize the value that Blueprints brought to UE4 and 5, but we strongly believe that Verse will become a more powerful and capable way to create game logic. We’ve already seen both experienced and new programmers create amazing things with Verse that would be challenging to do with Blueprints.
More details and conversations from us around this to come as UE6 Early Access approaches.




























