Unreal Camille
@shedoesartstuff.bsky.social
520 followers 530 following 130 posts
Technical Artist on the Developer Relations team for Unreal Engine at Epic Games. She/Her. Previously: little dev studio cofounder, theatre tech. Opinions are my own. Linktree for resources collated by topic: https://linktr.ee/SheDoesArtStuff
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shedoesartstuff.bsky.social
Intro! Hi, I'm a DevRel Tech Artist at Epic 👩‍🎨
Lookin fwd to posting/reading about:
💙 games & dev
💙 art & anim
💙 education
💙 accessibility
💙 indie & AA
💙 tech & tools
💙 Unreal Engine #uetips
💙 community events
💙 other cool stuff
#newsky #newbsky #promosky #promo
shedoesartstuff.bsky.social
It went well, thanks! Attendees said it was helpful, which I was so happy to hear!
shedoesartstuff.bsky.social
Here we go!!
Unreal Materials: New Features & Productivity Enhancements @ 10:30am, Room 4
Presentation slides on a projected screen above a stage with an audience in the foreground. Unreal Materials talk.
Reposted by Unreal Camille
highlyspammable.bsky.social
This is perhaps the most under viewed Unreal Engine video. If you use UMG in Unreal you should really give it a view, Adrienne killed it with this! www.youtube.com/watch?v=0NHI...
20 Things You Should Be Using in Unreal Motion Graphics (UMG) | Unreal Fest Gold Coast 2024
YouTube video by Unreal Engine
www.youtube.com
shedoesartstuff.bsky.social
Oh, right. I can just scale up the interface when I need to take screenshots for presentations (or when my eyes get tired). Neat.

Edit > Editor Preferences > General > User Interface > Application Scale.
[ALT] Unreal Engine 5.5 Editor Preferences Menu window and a main UE window behind it, with text and icons scaled up using Application Scale set to 1.5.
Reposted by Unreal Camille
flassari.bsky.social
Unreal Fest Stockholm is sold out! 😯
Looking forward to meeting all the Epic folks. I heard Arjan Brussee himself is going to be there! He's famous! 🤩
shedoesartstuff.bsky.social
The Unreal Fest Stockholm schedule has been posted! I'll be giving my talk about Unreal Materials on September 23rd at 10:30am in Room 4 ⭐ It's in the first batch of presentations after the Opening Remarks session; Here's the full agenda: unrealfest.unrealengine.com/event/470c5c...
Screenshot of the Agenda page: Unreal Fest Stockholm 2025. Agenda. Unreal Fest Stockholm has something for everyone! See what presentations are already on the docket. Watch this space for more sessions to come. All Dates 9/23 to 9/24, Tuesday 9/23, Wednesday 9/24. Search.
Reposted by Unreal Camille
indiecade.bsky.social
FLASH SALE!!!
IndieCade Festival 2025 Game Submissions have reopened for one week only. Sale ends August 18th or when submission cap is reached!
indiecade.com/submissions/
#gamedev #indiedev #indiegames #deadline #submissions #limitedoffer #games #gamedesign
shedoesartstuff.bsky.social
🔜 The full line-up for Unreal Fest Stockholm 2025 is now available... and I'm one of the speakers! ☺️ "Unreal Materials: New Features & Productivity Enhancements" - Exact details TBD, but you can take a peek at all the session descriptions on the event website! tinyurl.com/UnrealFestSt...
Information about Unreal Fest, white text and a purple background: 
Epic Logo. Unreal Fest. Stockholm 2025. Stockholmsmässan. September 22 - 24, 2025. Unreal Fest Stockholm 2025 is coming! Get your tickets and buckle up for over 70 inspiring sessions across ten industry tracks.
shedoesartstuff.bsky.social
bug - something broken in a tech thing
buggy - a way to describe tech that has bugs
bugged - something or some place that has a secret microphone or camera planted in it for spying on people

Whenever I read 'the code/game is bugged,' I get a lil tripped up 😅
shedoesartstuff.bsky.social
📚 NEW article collection! The Epic TDR team was recently set up as an Organization on the Epic Developer Community, so now all of our presentations, demos, articles, and tutorials are listed in one convenient place!! Check out what we've made: tinyurl.com/EpicTDRonEDC
Screenshot of the TDR organization page on EDC. It has a header with the TDR name, then an expanded tutorials section that shows a variety of articles, talks, etc as tiles with cover images. The page also has a panel on the left showing total views, posts, answers, and tutorials by the included members.
shedoesartstuff.bsky.social
I am disproportionately excited about the comment box alignment change
shedoesartstuff.bsky.social
Here's a new article I wrote in collaboration with Epic colleague Jason Nadro, highlighting the latest quality-of-life improvements for the Materials system in Unreal Engine 5.6! ✨ dev.epicgames.com/community/le...
Shoutout to the dev team for their great work!
Materials - Quality of Life Updates in Unreal Engine 5.6 | Knowledge base
This document highlights various quality-of-life improvements for Materials as of the 5.6 Unreal Engine release.
dev.epicgames.com
shedoesartstuff.bsky.social
This affects RenderDoc, PIX, andany other PC tool that reads shader debug information
shedoesartstuff.bsky.social
To get Shader debugging working with RenderDoc as of UE 5.6:
1. Enable shader debug in UE (r.Shaders.Symbols 1, r.Shaders.ExtraData 1)
2. Specify the symbols path in Render Doc (Tools > Settings > Core > Shader debug search paths)
3. Restart RenderDoc
#optimization #shaders #ue5 #unreal #tip
shedoesartstuff.bsky.social
The tutorial builds upon a simple Niagara System in 5.6 to explore the fundamentals of this feature; it's less about the final result, and more about the learnings made along the way!
shedoesartstuff.bsky.social
⭐New tutorial published!!⭐ It's an Introduction to Niagara's Scratch Pad system (visual-scripted local modules)! It's about 30 pages worth of text, split into bite-sized sections with lots of pictures. If you find it helpful, please consider dropping a like on the page! tinyurl.com/IntroToScrat...
An Introduction to Niagara's Scratch Pad Modules | Tutorial
This tutorial is an introduction to Scratch Pad Modules, Niagara's visual-scripted local modules.
dev.epicgames.com
shedoesartstuff.bsky.social
Here's another little UE tidbit: Hold Shift while expanding a section to expand all of its subsections at once. Same goes for collapsing sections. It's a quick way to control the granularity of what you see in places like the Details panel.
Detail panel in UE 5 showing a Camera Shake Pattern section that's been shift-expanded, resulting in the subsections like Location, X, Y, Z, etc opened fully to expose the parameters within them like Location Amplitude. Detail panel in UE 5 showing a Camera Shake Pattern section that's been regularly click-expanded, showing only the collapsed subsection names (Location, Rotation, FOV, Timing) without revealing the parameters within.