Anaël seghezzi
anaelseghezzi.bsky.social
Anaël seghezzi
@anaelseghezzi.bsky.social
Technical art director at Les Films du Poisson Rouge
Worked on Klaus, Josep, Ponoc's The Imaginary
Hobby coding Sega Megadrive demos
Art: https://www.instagram.com/anaelseghezzi
Open-source: http://github.com/anael-seghezzi
Pinned
Hello there! Have a look at the Imaginary, the latest film from studio ponoc, where I directed the 2d lighting and texturing (and also wrote the software to do it) www.youtube.com/watch?v=iQ9j...
The Imaginary – Official Trailer (2) (Studio Ponoc)
YouTube video by Studio Ponoc / スタジオポノック
www.youtube.com
Amazing! Great work!
November 24, 2025 at 10:51 AM
Cool!
November 22, 2025 at 1:40 PM
Aouch...
November 20, 2025 at 8:28 PM
I agree 4 colors is the best trade-off right now. I'm not sure about interlacing yet, but 2 colors could be cool for a black and white atmospheric alone-in-the dark style adventure game. Static background, 2 or 3 characters max...
November 20, 2025 at 8:25 PM
So it is possible to do 60fps 3d on the sega megadrive by using a very exotic indexing method to simulate 2 colors + alternating lines + fast DMA. Totally interlaced my brain 🙃
November 20, 2025 at 7:53 PM
Cool! That's how it starts!
November 19, 2025 at 7:18 AM
It's is proper 3d, but with some constraints to speed up calculations. For example, the road is always facing Z and skewing is used instead of rotation
November 18, 2025 at 9:14 PM
Not directly, but I'm using tiles in a special way to simulate 4 colors to double the filling speed
November 18, 2025 at 8:03 PM
Thanks! I'm hoping at least 1 rival. It's going to be hard to get both obstacles and rivals at the same time. It's easy to balance obstacles, but harder with moving elements (you never know where there will be)
November 18, 2025 at 7:57 PM
Background + sprite animation (the ship is now pre-rendered) and... tunnels ! I think I can add more gameplay elements and stay at 30fps, there is hope, the megadrive is a beast :o
November 18, 2025 at 7:48 PM
Bravo !
November 18, 2025 at 9:59 AM
Reposted by Anaël seghezzi
Depth buffers have their own aesthetic...
#playdate #indiedev
November 15, 2025 at 9:10 PM
3D artists, show your wireframes!
November 14, 2025 at 6:29 PM
Reposted by Anaël seghezzi
Hi! I'm a Game Developer / Designer & Pixel-Artist.
Using MsPaint for PixelArt and Unreal Engine for games.

I also do tools & GameAssets 🪢 itch.io/s/86346/

#PixelArt #Art #ドット絵 #Gamedev #Indiedev
October 19, 2024 at 7:16 AM
Ahah awesome :)
November 3, 2025 at 9:33 PM
Jumping! I want the driving to feel smooth and arcadey like a Sega Rally. I was never a big fan of Wipeout's physics, but I love the graphics obviously :)
November 3, 2025 at 9:09 PM
It's going to be very very hard to not fall to 20fps but I'm looking at ways to precompute the player, sprites etc
October 30, 2025 at 10:07 AM
Also, for the road and background, to speed up 3d clipping and projection it is always facing Z. I use skewing instead of rotation. But all transformations are 3d, and the ship is properly rotated, so it's hard to notice. The camera feels like a proper 3d camera
October 28, 2025 at 9:42 AM
It's the same idea as my 1bpp demo github.com/anael-seghez.... For 2bpp you only need 2 palette entries. It's then possible to fill twice the pixels in one write but bit-masking hell to handle the tips of the scanline
October 28, 2025 at 9:31 AM
Wow thanks ! :)
October 23, 2025 at 6:05 PM
I reworked the camera, improved clipping and rewrote the physics with acceleration and drift, the feel is better now
October 23, 2025 at 5:24 PM
Side quest in texture land... DMA is on it's knee and interrupts are eating a good chunk of CPU on #SegaMegadrive #SGDK #BlastEm
October 18, 2025 at 1:47 PM
Reposted by Anaël seghezzi
🍬🎃SUGAR GHOULS IS OUT🎃🍬

I emerge from underground to bring you a new Halloween platformer I've been working on non-stop for the last 2 weeks. It's got pumpkins, it's got goblins, but most importantly, it has GHOST KID.

So grab some candy, a controller, and have fun~
sodaraptor.itch.io/sugar-ghouls
October 17, 2025 at 11:42 AM