AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
@alexwc.bsky.social
1.2K followers 2.5K following 840 posts
(He/Him) 21 y/o university student and game developer. Obsessed with art and tech. Mega gay. IF I BLOCKED U, you didn’t do anything wrong, just removing accounts from my feed. (especially nsfw and spoilers) ❌👑, 🟦, 🇵🇸, 🌹, ⬛️, 🏳️‍🌈🏳️‍⚧️✊ #donottrain
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alexwc.bsky.social
Opening up TF2 loadout render commissions!
I make these in Blender (HisAnimations TF2-trifecta plugin🔥) and do paintovers/adjustments in Krita. DM me!

$25, might be a bit more or less depending on complexity.
Typically takes around 3-6 days (I have to balance this with coursework o_o)
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
ripemangoez.bsky.social
The Boys - Enemies for my game.

Oh and the player is there too ig.

#GameDev #IndieDev #Godot #PixelArt
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
amy.fruitbasket.gay
hey #portfolioday and #gamedev!
i'm a programmer with >7 years of commercial+hobby gamedev experience, across many disciplines. recently a commercial game i worked on shipped! but now i'm looking for other work to cover my bases. check out my site for other projects+contact info foreverwip.github.io
In late 2022 I was hired by GalaxyTrail under contract to work on various projects, with work centered around prototyping core game systems, integration of assets, and implementation of certain graphical effects. The first project out of this to release is Chrono Gear: Warden of Time, a hololive game published under the holo Indie label, released in September 2025. Shown here is one of my contributions, the "Stasis" ability which was adapted from a variable-timescale prototype I designed for another project. The technical design of this ability was used throughout the game for similar time-control effects. In late 2023 I started working with STUDIO//LYNFLO offering general development assistance with their upcoming game DRAGONFRUIT: a mother's love, powered by Godot Engine. Here is just one example of what I've worked on: a dynamic shadow system that switches between realtime shadow casting and a static "directionless" shadow sprite based on distance and intensity of surrounding lights. This is a work-in-progress full port of Sonic the Hedgehog (revision 1) for the Mega Drive to C, designed and built over the course of roughly 19 months as of April 2025.

The intent of this project is to provide a base from which the game and its mechanics can be experienced and ported to a variety of platforms, without any compromise to how the gameplay handed in the original. The version of Sonic 1 currently promoted by Sega is not a port but a remake of the original, made with a completely different game engine (in fact, it's the same Retro Engine that I've hacked on in my other hobby projects, go figure). Unlike that version, this project is built off of the original Mega Drive game's machine code, with as few changes made as possible.

All game code has been successfully converted (barring some inaccuracies my testing might not have picked up), so now all current work is centered on cleaning up the generated code, further decoupling the drawing code from the VDP, and adding additional features. In this screenshot, I demonstrate the additional features such as widescreen support and custom shaders (blurring the background to make the foreground more readable). Screenshot of work on Sonic the Hedgehog 2 HD, a fan remake of the original game, showing a full 3D rendition of the special stage. What was once a 2D background with perspective tricks is now a full 3D scene, with objects positioned in three axes instead of two. When I first joined the team, there was already some work done on a procedural 3D renderer that generated polygons on the fly based on the original game's data, but it was very simple and offered a very limited view of the stage.

One of the main goals I wanted to achieve with the new renderer was for the player to be able to see the twists and turns of the rest of the track in the distance as they went through the stage; The main draw of the stages in the original was their 3D look and being able to look ahead of you, so it felt like a natural step forward. At the time though, the renderer was only designed to generate the track relative to where you were in it.

I ended up doing an almost complete rewrite of the renderer; I wrote my own spatial hash implementation and camera class in order to cull geometry, and rewrote our geometry generator to calculate all vertices only once at load time. Along with some extra shaders I integrated into the renderer, it provided an incomplete, but still more engaging visual demonstration of what the game could do to give a classic scene a modern coat of paint.
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
twirlincurtis.bsky.social
OK I re-wrote my battle system from the ground up AGAIN, but this time.... this is the ONE!
BEHOLD IT.

#gamedev #pixelart #indiegame #godot
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
petedimitrovart.com
Hi #PortfolioDay I'm Pete.

I'm a Senior Environment Artist working on stuff like SE:R at Rebellion. Last year, I also started a YouTube channel with game dev educational videos and some Blender and UE5 tutorials.
www.youtube.com/@PeteDimitrov

Here's some of my art:
Game screenshot from environment in Sniper Elite: Resistance by Rebellion. Depicts muddy banks and bunkers in 3D that I worked on. Everything is grassy and wet and muddy. Another Sniper Elite: Resistance screenshot. This one shows a dam that has been damaged. An UE5 screenshot of a scene of a ruined interior. Light spills inside from the daylight outside. There is a rock orb in the middle of the composition and it floats. On its ends there are blue crystals. A Japanese shrine depicted in 3D with fantasy twists. Showcases early morning scene with lots of wooden structures and orange bamboo candles. Unreal Engine 4 artwork. Artist signature in the corner says the art was made 2018.
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
cgglode.bsky.social
Hi #PortfolioDay

I'm Nathan, A game artist with an interest in stylized art work. I've worked roles in UI, Environment and Prop work over my career as well as working heavily with Unreal Engine since UE3 & UDK.

Examples attached!

You can find more of my work here:

glode.artstation.com
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
smitner.studio
Dress + Scientist =

#GameDev #Godot #PixelArt
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
woodblocksgame.bsky.social
More pieces from the Discord server❤️

Block Block Block Demo is alredy up to try, freak and enjoy, specially as part of the Steam Next Fest.✨

#woodenBlocksGame #indiegame #godotengine
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
scrimblygames.bsky.social
I've gotten to the point, that if I were a MUCH better coder, I would be making a completely custom game engine. There is a lot that I want to automate and simplify that is way beyond my skills.

Thank you Godot for being user friendly for people like me.

#indiedev #godot #gamedev
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
glairedaggers.bsky.social
*Creating an Unreal project*
"Compiling Shaders (5,000)"

*enables Substrate materials, restarts*
"Compiling Shaders (12,000)"
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
glairedaggers.bsky.social
Experiment: can kinda-sorta fake dispersion in Godot by hacking on the built-in refraction effect.

Obviously not even remotely realistic (because, well, Godot's refraction is just a cheap hack anyway) but it does look neat & isn't super heavy all things considered?

#godot #gamedev
Screenshot of a Godot scene. Shows a skybox, a cube on a plane, and a sphere & box with a glass material applied. The glass material shows a "dispersion" effect, resulting in color fringing in the refraction
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
byselgames.bsky.social
Meet our new HEAD of Marketing 🐾

#gamedev #indiedev #gamedevlife #madewithgodot #HUEVO #Corgi
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
kristala.bsky.social
Detailing on this enemy encampment featured in Tandar is coming together! Check it out, friends! ❄️ #gamedev #indiedev #indiegamedev #openworld #ue5
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
vinimedeiros.bsky.social
I did another update for my Deus Ex modern setup package, it now includes a fix for the GEP gun model in widescreen and ultrawide monitors. I've also added an updated Unreal Engine 1 audio subsystem, replacing Galaxy with FMOD.

archive.org/details/deus...
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
jonnydoobs.bsky.social
Here's a better demo featuring that gunshot system

#gamedev #indiedev #unrealengine #UE5 #sounddesign
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
aoeritgames.bsky.social
Having fun painting a melon using #Odyssey in #UE5. Incredibly powerful software (as a plugin and originally standalone) for 2D artists.
#quixel #2D #3D #indiegames #gamedev #praxinos
Painting a melon asset from quixel using Odyssey 2D Unreal Engine plugin. Used a white texture and painted using layers (starting with the colour green)
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
octodemy.bsky.social
The root of all my problems...

I've thought Godot had been giving me wonky trimesh collision generation.

Now I know why....
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
octodemy.bsky.social
Who else gets annoyed when ProceduralSkyMaterial's sky and ground horizon colors doesn't match in Godot?

Learning InspectorPlugins, the first thing I had to make is syncing these colors.
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
doublewhammy.bsky.social
Buckethead KFC Flying V recreated!
#DoubleWhammyGame #guitar #customguitar #indiedev #indiegame #ue5 #madewithunreal #screenshotsaturday
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
dantorrez.bsky.social
For my PlanarReflector, I've been playing with Compositors to hide underwater/intersection reflections. This was an annoying limitation of PlanarReflections. Still bugs to fix, but should be in the Asset Store shortly. Links below (if want to try it) #godot #GodotEngine #GodotTips #Gamedev #Indiedev
Reposted by AlexWC🏳️‍🌈🇵🇸 (1 Comm Slot Open!)
fortheview.bsky.social
I was experimenting a bit with cutscenes. One thing worth noting is that the classic shot-reverse-shot cut feels REALLY BAD in a video game like this, and I think it's because the speech is a text bubble, so it shares the same "lane" as the visuals, unlike audio dialog.

#Godot #GameDev #IndieDev
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mommunism.bsky.social
I hope very much for a respite for everyone in Gaza- but what I really hope for is justice and an end to the occupation
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mikedrucker.bsky.social
It’s kind of crazy that Nazis and the KKK have recently become controversial bad guys because a bunch of bitter online dorks assumed it was about them
discussingfilm.net
Ubisoft canceled an ‘ASSASSINS CREED’ game set in the post-Civil War era

• Featured a Black Assassin who was formerly a slave

• Players would fight the emerging KKK

• Leadership canceled it after concerns with U.S. political climate & Yasuke backlash

(Source: www.gamefile.news/p/scoop-ubis...)