Nico May

@gfxnico.bsky.social

Graphics Programming @ Xbox

After a solid run of about 13 years at Double Fine, It seems I have found myself with an abundance of free time. If you know anyone hiring for games VFX, please let me know!

News time! 🚨 On August 9th our Steam version will transform to become BIG HOPS TOGETHER. - Play the full adventure ONLINE with 8 players - Pick up and throw your friends - Tongue swing from other players - Steal items from each other's backpacks - Story and collection progress is shared

This is a really neat take on the “survivors” style games, but mixed with ship-customization within a run, and a really pretty brushstroke-like pixel art style. The art is being done by someone I was working on an indie game with ages ago and it’s super cool to see something coming out from them.

Ballast Games -> Cloudbreaker <-@ballastgames.bsky.social · 3mo ago

Our Demo is out today! store.steampowered.com/app/4248200/... #gamedev #indiedev #indiegame #pixelart #godot

cloudbreaker demo thumbnail screen

If you've been watching recent engine-related news from the industry and are feeling disenchanted with that trajectory, I'd like to share some non-mainstream projects that might brighten your day:

Have an idea that could help advance real-time rendering, graphics programming, tools, or engine development? GPU Zen 5 is accepting chapter proposals. Don't miss your chance to make an impact on the industry! Submissions close July 5th. 📨: gpuzen@theforge.dev #GPUZen #GameDev #GPU

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Hurting my brain doing some math for the first time in a while :P Anyone immediately see a cleaner way of taking spherical coords and converting them to cartesian coords centered on a point on the sphere surface? This seems to work (barring maybe flipped orientation from what I intended).

    # Convert spherical coordiantes to cartesian coordinates centered on an arbitrary point on the surface of the sphere
    # New basis is partial derivative in phi and theta for x/z basis vectors, and the sphere normal for y
    # This is a rotation of the normal spherical basis vectors, so inverse == transpose
    # So transpose the matrix of new basis vectors, and matrix multiply with the normal spherical->cartesian conversion
    # Then simplify with trig identities (there's gotta be more here...)
    x_y_z[0] = cos(phi_0)*cos(phi)*sin(theta - theta_0)
    x_y_z[1] = cos(theta_0)*cos(phi_0)*cos(theta)*cos(phi) + sin(phi_0)*sin(phi) + sin(theta_0)*cos(phi_0)*sin(theta)*cos(phi)
    x_y_z[2] = -cos(theta_0)*sin(phi_0)*cos(theta)*cos(phi) + cos(phi_0)*sin(phi) - sin(theta_0)*sin(phi_0)*sin(theta)*cos(phi)

    x_y_z[1] -= 1 # center on surface of spherePicture of notebook with similar math written out in pen (second attempt - first one was too messy to share :D)

Re-played Life is Strange: True Colors. Still my favourite of the bunch, I think the small town tragedy works better for me than any of the world-shattering stuff.

Screenshot of Alex in True Colors, lit by the sun. Screenshot of Alex in True Colors, covered in dirt and scratches.

the reason I have such a distaste of AI is precisely *because* it's useful that is, if you would like to save time and money, to make hollow creations deprived of humanity, and you're morally okay polluting the world with creatively uninspiring husks to hurt the artists whose work trained your toy

GAME GARDEN 2026 STARTS NOW!! 🎮🌻 Come today and tomorrow (June 13+14) from 11am-5pm at the Roundhouse Community Centre to check out local indie video games, art, developer talks, AND get some exclusive merch while you’re at it!! The event is free and open to all ages, so bring family & friends! 💚

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