
Technical Designer | Ex-EA Orlando || UCF GaIM Alum & C16 @FIEA || Orlando Dev Enthusiast running @OGIDCommunity || @NeriGameDev on Bluesky He / Him / His
Orlando, FL
Joined August 2010
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Neri retweeted
This shot was so fun to do. Believe it or not, that slide was NOT planned. Our Producer at the time was driving the car and I was on camera and directing (All the shots are controlled in real time btw, no splines or scripted bullshit) And they hit the acid and lost traction, I started SCREAMING "TURN LEFT! TURN LEFT! OWN IT!" as I moved the camera around (completely independently of the car btw) cause I knew if they turned hard enough I could wrap the camera around the front end of the car and get a cool transition cut out of it.
Turned out sick as fuck. A lot of capture is equal parts improv and brutally fast thinking with fine motor skills to get the camera in position.
Neri retweeted
#SuicideSquadGame story: In 2017 @AlbertFeliuG the Character Art Director was originally going to make Deadshot until I asked to model him.
Albert: "Why?"
Me: "I've been in the industry since 2010 and still haven't made a Black character with a name"
Albert: "OK, he's yours"
Neri retweeted
All my life I've seen pro painters talk about "values" by desaturating in Photoshop, and turns out it's one of the most widespread mistake: this is the wrong way to assume values, as the maths are wrong, and let me show you why:
Replying to @francisvallejo
Example of the power of values: this painting by the great Marcin Jakubowski.
Check out the super vibrant color version!
Now the BnW version. WOW! Super grouped midtone values. That shouldn't work, but he used color contrast instead to make a night scene SEEM bright. SORCERY.
Neri retweeted
I feel that MSM have the say in which games get to have a "2nd chance" after a bad launch.
I get why this is afforded to 2077, huge props to the devs!
But why was Saints Row left to drown? Why do gamers on reddit still only remember the visual bugs in AC:Unity and ME:Andromeda?
Neri retweeted
We've seen the conversation around old emails and documents. It is hard to see our team's work shared in this way because so much has changed and there's so much to be excited about right now, and in the future. We will share the real plans when we are ready.
Neri retweeted
So the Xbox leak is that there might be a new console 8 years after the last one. There will be mid-gen hardware updates. Bethesda is going to make games in its popular franchises. Xbox is updating their controller 3 years after they said they probably would… is that it?
Neri retweeted
People often ask what my "least favourite UI" is, or why I don't criticize more work on here.
1) The designers didn't ask for my input, and 2) There are SO MANY reasons why a UI might fail behind the scenes, I'll always assume they did their best.
I like to focus on good stuff.
Neri retweeted
I actually love seeing UI lectures from people who haven’t the faintest idea about the intricacies of UI design. Adorable.
BRB while I reorganise the database by “Good HUD” and “Bad HUD”.
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Neri retweeted
Well, I just got the platinum trophy for Immortals of Aveum, and all I got in return was this lousy pink slip.
Jokes aside, nearly half of Ascendant Studio employees were laid off today. Please like/share so we can get some visibility w/ recruiters and other studios.
Neri retweeted
Remember The Order: 1886? It's a visually stunning vintage 2015 PS4 game that still looks great today. @dark1x revisits Ready at Dawn's work, plus we've got footage of the game running at 60fps on PlayStation 5: youtu.be/QJm0wreAOK0
Neri retweeted
There are lots of ways to solve the problems that come up from this great illustration of 3rd person aiming/shooting. Especially when dealing with projectiles.
I’ve wanted to talk about our solution for this on TLOU2 for a while and seems like there’s no better time than now! 🧵 – at Culver City, CA
Neri retweeted
When people ask you what game dev shaders look like behind the scenes
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Neri retweeted
we tested a novel method for the architecture in this game where everything shares the same material, which samples the vertex colors for occlusion, edge clipping, damage and texture variation masks. no uv's (triplanar shader), no texture masks (vertex colors) and 1 draw call.
Neri retweeted
Zombie Ants VR is out on Steam! The game presents Ophiocordyceps, a fungus that manipulates behavior. Led by @CharissaB and with support from @NSF , the development was led by @ninedguy, while I consulted after a prototyped was built by my class team store.steampowered.com/app/2… #UCF
Neri retweeted
I wish I could be more excited for this but man, did they make (what I assume to be) Tenochtitlan ugly as hell. Spaniards unanimously described it as one of the most beautiful cities in the world. Incredibly clean and filled with color.
Neri retweeted
1/5 So what does #JediSurvivor 's Ambient Camera Sway do? The goal is to create greater immersion by having the camera react to both the environment and what Cal's doing.































