Jan Kaluza

@jankaluza.bsky.social

Lead Technical Artist @ Epic Games. Formerly @ Yager & Fishlabs. Modular Synthesizer guy. Making music as “Janky Jams” - https://jankyjams.com Wearer of many hats. Metaphorical ones only, I unfortunately don't have a hat face. Based in Berlin.

I get asked this a lot so as a reminder: if you're new to Bluesky and looking to get your feed up to speed on game dev, do check out my "background radiation" starter pack - it basically adds 150 hand-picked accounts to your follow list from every games discipline & every perspective on game dev.

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now that we know how the new season of Reacher is (excellent), a thread about why you should watch What If A Man Was Large, The Show, in the form of a Q&A

However, countless websites are using this image without my permission. Worse, several 'extended' background versions exist, clearly created with some AI bullshit, also unauthorized

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Hello everyone! Many of you likely saw this image recently with the Apple TV+ 'Neuromancer' promotion. Some know, others don't, but this artwork is mine, created alongside actor & post-production artist Milton Menezes, as a personal project and a homage to the original Neuromancer romance

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Using AI for placeholder art is so stupid. I often joke that the most reliable way to ensure an asset makes it into the final build is to name it _TEMP. But for real if it’s too passable in quality it’s way more likely to slip through. Placeholders should be gray boxes and pink comic sans by design

I have released my level scripting i/o system, it's called JoeIO and it works great for me and at work but it's early so be gentle and just holler if you come across any weirdness. An explanatory video is below www.joewintergreen.com/joeio-a-leve...

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Joe Wintergreen@joewintergreen.com · 5mo ago

I spent some of this week making an I/O system for level scripting in Unreal for @sleightofhand.game! I have long had thoughts on why these kick ass. Here's an unusually long blog post on: -why these kick ass -why they are necessary -how mine works -etc etc www.joewintergreen.com/i-o-systems-...

Fun fact: They did this exact same thing in 3D with the characters in Vagrant Story All you have to do is duplicate the model, offset it by a few onscreen pixels, and set it to fullbright/tinted. The lit character model hides the polygons of the secondary mesh, giving a nice rim light

A character from Vagrant Story showing a bit of rim light towards an in-game torchAnother character showing a warm rim light on their back in a Gothic environment
Supper Mario Broth@mariobrothblog.bsky.social · 4mo ago

Some areas in Paper Mario feature a rim lighting effect that is achieved in a manner that is extremely simple for the surprisingly effective results it produces, being simply shifting around a shadow copy of the sprite.

The rim lighting effect in Paper Mario is created in an extremely simple manner.
[the sprites are taken, copied, recolored black, then the black version is offset, made transparent, and trimmed to the original sprite]
Note how this coincidentally results in a realistic shadow of the cap on Mario's face because the shadow is just the brim recolored black
Source: info: YouTube user @JasperRLZ, youtube.com/watch?v=K3OrK0nvWCg; presentation by Supper Mario Broth

Some areas in Paper Mario feature a rim lighting effect that is achieved in a manner that is extremely simple for the surprisingly effective results it produces, being simply shifting around a shadow copy of the sprite.

The rim lighting effect in Paper Mario is created in an extremely simple manner.
[the sprites are taken, copied, recolored black, then the black version is offset, made transparent, and trimmed to the original sprite]
Note how this coincidentally results in a realistic shadow of the cap on Mario's face because the shadow is just the brim recolored black
Source: info: YouTube user @JasperRLZ, youtube.com/watch?v=K3OrK0nvWCg; presentation by Supper Mario Broth