@goshki

@goshki.vigeo.dev

Permanent procrastinator, indie #gamedev wannabe. Stranded in 16-bit era, fueled by nostalgia. Working on #mystery #adventure: “Wright Files: Egerton's Pickle” https://goshki.itch.io/wright-files-egertons-pickle

For this sunny Sunday afternoon session of pseudo-philosophical musings nobody actually asked for, I present to you: Things I wish I had learned earlier in life (as a kid or teenager, even if my brain wasn’t developed enough to fully grasp them). A thread. [1/9]

Officially out of job now. I was expecting this since I'm openly anti-AI and the client is not (and let's leave it at that). Obviously not looking for favours or pity, just keep in mind there's an experienced design generalist / programmer who can do AI-free magic for you. Short term gigs welcome.

i’ll beat this drum over & over again: game devs obsessing over Steam as if it’s the only viable platform is self-sabotaging and potentially the death of their business. case in point: rift riff was designed for Steam with $30k marketing spent. yet it makes 6X on the App Store with $0 on marketing

Honestly, I didn't expect playing #Quake in 2026 to be this satisfying. And I can't remember feeling this level of hyper-focus! Even programming, which is my daily work, rarely gets me there anymore. Although it comes with a price – the intensity exhausts me faster than 30 years ago.

30th anniversary of #Quake release evokes all the good memories and the irresistible urge to experience it all again. And it's still possible to configure the visuals exactly as in 1996 with 256 colors and overscaled textures.

Screenshot of the start level of the Quake 1 mod “Dimension of the Machine” running in vkQuake engine on Apple Silicon macbook. Color palette is reduced to 256 colors and the textures are underscaled with the GL_MAX_SIZE command.

Whole streamlined workflow in action. After the initial setup (model clustering, setting up export pipeline) from @blockbench.net to #Unity within seconds. Still a bit rough around the edges and with some issues but already usable in “production”. 🥳 #gamedev #indiedev #lowpoly

@goshki@goshki.vigeo.dev · 2mo ago

After additional work on the prototype of my vertex coloring plugin for @blockbench.net I'm able to apply vertex colors and directly export them into #Unity. No more destructive mesh operations with ProBuilder, the workflow is a breeze now! 😌 #gamedev #indiedev #lowpoly

After additional work on the prototype of my vertex coloring plugin for @blockbench.net I'm able to apply vertex colors and directly export them into #Unity. No more destructive mesh operations with ProBuilder, the workflow is a breeze now! 😌 #gamedev #indiedev #lowpoly

Screenshot showing a model with vertex colors applied in Blockbench and the same model exported in FBX format and then imported and rendered in Unity with vertex colors applied as in Blockbench.
@goshki@goshki.vigeo.dev · 2mo ago

Prototyping a (yet another) Vertex Colors plugin for @blockbench.net: works in Edit Mode (with color/palette panels), semi-transparent colors on the palette, FBX export... Attaching a video since it's easier to show than explain! 😄 Would anyone find this useful? #Blockbench #gamedev

🌱 EUFLORIA SEQUEL REVEAL! 🌱 Eufloria 2 is the sequel to 2009's indie hit "Eufloria", featuring major gameplay additions and innovations, and a powerful level editor. Steam - store.steampowered.com/app/4415060/... Discord - discord.com/invite/unsbg... #IndieGameDev #VideoGames #Eufloria #NewGame

The Biggest Announcement in Eufloria History

Join us for the biggest piece of Eufloria news we've ever announced!

youtube.com

I'm fully aware that the current wave of reports about AI “escapes” and jailbreaks is mostly FUD and clickbait. Still, I'm baffled that the main reaction is just “cool story, bro” with AI companies spinning it as a flex: “look how awesome our models are”...

Random fact about “Wright Files: Egerton's Pickle”: initial version of the inventory system was very versatile. Too versatile in fact: player, drawers, cupboards, wardrobes, and even items had separate inventories. Items could be stored inside other items. #gamedev #indiedev #indiegames

A two-panel hand-drawn comic humorously illustrates the hidden complexity of
game development. On the left, a zoomed-in view shows a stick figure confidently
climbing a small hill labeled "Scene concept, animations and State Machine"
while saying, "Hey game development's easy." The right panel zooms out to reveal
that this hill is merely a tiny bump at the foot of a towering, nearly vertical
mountain labeled "Inventory," showing how overwhelmingly difficult building a
game inventory system actually is compared to basic scene and character setup.

Today's my last day at my job. As freelancer I might return at some point but then I might not. Which means I'm available: - EU-based - 20 years experience in level design, systems design, narrative design, technical design - programming background: Unreal, Unity - open to short-term gigs

Shower thought: the current AI “arms race” is a massive neon sign (pun intended) that weʼre in the Cyberpunk-like “megacorporation” stage of capitalism. Companies like Amazon, Google, Microsoft, Meta, and Nvidia are attaining cumulative soft power projection levels comparable to nation-states.

Does anyone need an experienced designer with several areas of competence? I can do systems design, narrative design, technical design, lead design teams, code gameplay features *and tools* in Unreal and Unity. Remote, EU-based, freelance+paid leave, non-mobile. No genAI please.