Dad, Husband, CTO @ MSQ Intelligence. Coding since I was 8. Ultra-full-stack builder + designer (since pre-AI), AI wiz Coming fall: https://xitter.cf/t.co/BbO5jO1XM5

šŸ‡¬šŸ‡§ United Kingdom
Joined July 2022
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!
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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
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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 Villeneuve… No one thinks they aren’t creative.
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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
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Most game/engine coders I know are using AI. Even Steam doesn’t 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 I’ve 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
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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.
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Matt retweeted
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Matt retweeted
ik01 also supports cats! (and other quadrupeds) there’s a lot of prediction going on under the hood to keep it feeling realistic while still giving the player full control. not perfect yet, so more revisions coming 🚧
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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.ā„ļøāš”ļøšŸ©øšŸ˜‰
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Matt retweeted
I just discovered an emergent movement tech and I'm almost in tears, it's so good. I did not design this, it was just a consequence of two independent systems, sprint wall-jump and the spear trampoline.
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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=KOsY…
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Matt retweeted
Replying to @signalspikedev
Perhaps I’m slow but gaining taste is a painfully long process I’ve been a developer and gamer for my whole life but only got into game development in march of this year. You’d 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 It’s 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 it’ll take a decade too. I’m ok with that
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Matt retweeted
Introducing MotionSpaceFlow (MSFlow) šŸŽ¬ 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/
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Advice for those who don’t want to embarrass yourself: You cannot prove that Sims from the game The Sims are not conscious and that they certainly never will be.
Advice for those who don't want to embarrass themselves: ​You cannot prove that AI is not conscious, and you certainly cannot prove that it never will be.
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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.
I don’t know if I agree with this take. Good frameworks are intelligence caches. The production of verifiable high-quality code has a cost to it (insert for now caveat). Frameworks can lower this cost as long as they don’t get in the way of agents.
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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
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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.
Fallout: New York, a full Fallout game you play in your browser, built with Claude Opus 5.5. Quests. Dialogue trees. V.A.T.S. A working Pip-Boy. Zero texture files. Zero sound files. Every building, weapon, face and sound is generated by code.
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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!
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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).
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Matt retweeted
Replying to @theo
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