Matt retweeted
Replying to @modestasraz
Just pure reverse engineering -> brute agent to rebuild exactly as it is
The most surprising thing to me is that Roblox's engine can even run a game like that
I'm sure stuff like culling / tickrate will all be off but it seems you can build some pretty ambitious stuff there!
Matt retweeted
Hello, I'm Felipe! I'm a 3D Env Artist and Level Designer, currently at Apogee Entertainment, as well as Lead Artist & Level Designer on Twisted Tower.
I'll be sharing artwork and updates on game development projects here. Open to new opportunities!
felipecaravelli.com
Matt retweeted
The gamedev AI conversation is baffling. Moviemaking seeks out directors who delegate the mechanics of production to others with the technical skills to achieve their vision. Ridley Scott, Christopher Nolan, David Fincher, Denis Villeneuveā¦
No one thinks they arenāt creative.
Matt retweeted
New 3rd-person to 1st-person gameplay transitions I'm working on for Maximum Action v0.97!
I use QuickMagic in my cutscene workflow and the video-to-mocap results are awesome
Check it out here with my affiliate link:
[quickmagic.ai?code=yi9ydy]
#gamedev #indiedev #unity3d
Matt retweeted
Most game/engine coders I know are using AI. Even Steam doesnāt care about coder AI use. Disclosure is only needed for art. Devs fear backlash from gamers. They are waiting for others to announce first. Engine companies (Epic, Unity) already have publicly embraced AI.
why are game developers a full year behind regular tech devs? maybe more
you are supposed to be the nerds pushing technology to the limits and edge to make something new
anti AI? anti computer helps us make insane things never seen before faster?
a lost generation truly
Iāve met some of the new devs unburdened by the industry, they will probably take the ENTIRE pie in the next few years
their vibe coded demos are more fun than the last 10 years of w/e hand coded slop has been sloshing around
Matt retweeted
Agreed 100%. One shotting will never make any money. If you could make a hit game in 1-2 days, everybody would do that. Thus the bar raises. Somebody else is willing to spend a week. Somebody else a month. And you need human playtesting. AI doesn't know what feels fun to humans.
Matt retweeted
Just like rain or sand, snow can play a big part in character-environment interaction.
Modern high-fidelity interaction can provide unprecedentedly convincing immersion and elevate the winter mood.
Just watch with the sharp blades; not to ruin the fresh snow.āļøāļøš©øš
Matt retweeted
Wow this is a phenomenal trailer.
It hits all the right "make your skin crawl" moments if you're the right audience, while also keeping your interest...
youtu.be/g6ETMrWahSE?si=KOsYā¦
Matt retweeted
Replying to @signalspikedev
Perhaps Iām slow but gaining taste is a painfully long process
Iāve been a developer and gamer for my whole life but only got into game development in march of this year. Youād think match made in heaven
7 months later nothing I make has made me feel like any of the games I love. Not even close
Itās fun though. I remember the same feeling starting in web development - a decade later I had taste to make incredible software experiences that carried me to where I am today
Perhaps with games itāll take a decade too. Iām ok with that
Matt retweeted
Introducing MotionSpaceFlow (MSFlow) š¬
We generate full-resolution human motion directly ā¶ļø no learned encoder or decoder. MSFlow reaches state-of-the-art text-to-motion performance and even enables zero-shot control of any joint or frame.
Project page: yu1ut.com/MSFlow-HP/
Matt retweeted
Advice for those who donāt want to embarrass yourself:
You cannot prove that Sims from the game The Sims are not conscious and that they certainly never will be.
Matt retweeted
A framework is an intelligence cache.
You could waste tokens reinventing the ORM, cache, queues, auth, routing, etc, or you could just pick a world-class framework.
Matt retweeted
I made a Dark Souls inspired game in UE5, then ported it to WebGPU using our tools. Link to play:
simplystream.dev/HyZObyKI
#madewithunreal @claudeai @ClaudeDevs @madewithUnreal @UnrealEngine
Matt retweeted
Folks new to gamedev are going to learn quickly why designers do not use real street maps and instead take some creative liberties in their open world games.
Matt retweeted
Replying to @samtechcoded
> Isn't someone choosing to stop using Gen AI exactly the outcome anti-AI people should want?
Probably not because it's just social posturing
Anti-AI is the cancel culture of 2026 except way smaller & just as loud. The real world is quite different!
Matt retweeted
Replying to @JustDeezGuy @Multitude0110
Improvements must come from rethinking architecture, which is why e.g. Unreal Engine 6 is emphasizing ECS/data-oriented programming, & logic-functional programming in Verse vs. Blueprints or conventional imperative C++ (the latter is getting retrofitted with STM).






















