👉bokser👈 (@dbokser) header
👉bokser👈 (@dbokser) profile picture

Game Designer/Tech Art. previously Lead Game Designer @ Discord. Animator in another life.

Dallas, TX
Joined April 2008
Photo by 👉bokser👈 (@dbokser)Photo by 👉bokser👈 (@dbokser)Photo by 👉bokser👈 (@dbokser)Photo by 👉bokser👈 (@dbokser)Photo by 👉bokser👈 (@dbokser)Photo by 👉bokser👈 (@dbokser)Photo by 👉bokser👈 (@dbokser)Photo by 👉bokser👈 (@dbokser)Photo by 👉bokser👈 (@dbokser)Photo by 👉bokser👈 (@dbokser)
👉bokser👈 retweeted
Dragonling - Sleepyhead... - Blocking for sleep anim - Been working through emotional states - Slow head/body tracking. Affected by emotion - Refactoring bunch of stuff
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👉bokser👈 retweeted
Dragonling | Perching First Hook Up - @dbokser did the initial wiring. I hooked up the animations. - Added hot key driven hand rotation in our XR scene - This gave me lots of new ideas I'm working through
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👉bokser👈 retweeted
Dragonling - Feeding time - Got feeding generally working - Worked on anim blends - Refactored some things #unity3d
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👉bokser👈 retweeted
Dragonling | Getting back into it @dbokser set me up a flat scene in Unity so I can work on things without a VR headset. Working through aiming issues and gonna make it easier to feed our little guy.
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👉bokser👈 retweeted
cgmAnimFilters is easily one of my most used tools in the cgmToolbox. @dbokser made the first and I've picked at adding features now and then. - Added some presets for each kind of filter  - Conversion  - Better rename Will be in the next cgmTools update
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Every now and then, a friend will inform us that our game is “weird,” and we politely tell them that the correct term is “wonderful.” #screenshotsaturday #indiedev #indiegames #indiegamedev
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👉bokser👈 retweeted
Dragonling - blocking in a new action for @dbokser . Grabbed some poses from my cycle for the wings to bring to help the fast block out. Like to keep things rough till we get it in engine and get a feel for things. mrsPoseManager FTW
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👉bokser👈 retweeted
Dragonling in engine - Up and playing in Unity. Initial prefab and simple anim controller in. Working on another post about that process. Baton pass to @dbokser . I'm gonna poke him to post some of his WIP stuff.
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I'm so happy to share that the stairs update is liiiiiive. This is by far our biggest update that we've been cooking since *checks calendar* omg, since March x_x Huge thanks to everyone who helped us test it while in beta <3 Now lemme walk you through some of the new shinies 🧵
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👉bokser👈 retweeted
New project with my buddy @dbokser . More on that soon. We wanted something in our wheelhouse while we hunt for full time gigs. - Working through some character iteration. - First half build is the gray one - Found the arms a little short and not quite enough clearance. Added some head detail, thumbs and some more iteration for cleaner posing This is one of the strengths of the Morpheus Rig System - fast rigs to test and iterate before committing to a model.
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👉bokser👈 retweeted
This is a long thread about Square Enix, the Microsoft layoffs, AI, and Metcalfe's law.
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👉bokser👈 retweeted
I just published a post on prototype I worked on a few years ago - Playscape  medium.com/p/playscape-proto…
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👉bokser👈 retweeted
Here's my updated demo reel. Most of it is work from my time at Discord. I'm looking for new opportunities.
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I just published part 2 of my project posts on Playscape — Cocos Transition medium.com/p/playscape-cocos…
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I just published part 3 of my posts on Playscape — Sprint to MVP medium.com/p/playscape-sprin…
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👉bokser👈 retweeted
Replying to @karpathy
me vibe coding and hope it can just work
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Implemented @3DMattias's UV adjacency map method in Unity, used together with @Michael_Moroz_'s reintegration-tracking based shallow water SPH fluid solver. Simulation happens entirely in UV space, fluid nicely flows over UV seams. #madewithunity #gamedev #unity3d
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I hardly see people bring up Richard Williams, he's the GOD of animation like how do you even animate something with this much detail
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👉bokser👈 retweeted
Reminder that technology is the most potent way to augment humanity and reduce suffering
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