Brielle Garcia
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tacolamp.bsky.social
Brielle Garcia
@tacolamp.bsky.social
AR Designer/Developer - VFX Artist & Animator - Sega Genesis/MD Developer
Who is gonna be at Siggraph this week? I'm thinking I might hop over just for the exhibitions and job fair at least one of the days.
August 10, 2025 at 4:43 PM
Reposted by Brielle Garcia
Isolated our animated transitions from @nicklutsko.bsky.social’s All on Red. This videos fun as hell!! Go check out the full thing if you haven’t yet. Full credits can be found on the YouTube vid. And lastly make sure to pre-save Ends On Spotify. It’s a great album!

youtu.be/0yBrVztvfeU?...
August 1, 2025 at 7:32 PM
Spent a little time to fix up the controls for Superman 64 VR.

Direction is based on where your hands point instead of head movement. Speed is driven by how far out your hands are.

Wrist rotation makes it a bit too sensitive so I might come up with something else.
July 23, 2025 at 4:52 PM
Are there any good online courses or resources for learning PCB/hardware design? I’m wanting to expand my microcontroller skillset and would love to understand this part of the process better.
July 15, 2025 at 11:55 PM
Man, waiting for an answer about a potentially life changing opportunity is agonizing….

Even been having dreams where I’m checking my phone constantly and people with me called me out for it.
July 15, 2025 at 11:20 PM
Forgot to post over here, but my rhythm game engine now runs on PC, Web, Dreamcast and Switch. All from the same C codebase with Raylib.
July 15, 2025 at 1:07 PM
Someone: “Hows work going lately?”

Me: “Just call me Caravaggio because I am baroque.”
July 8, 2025 at 12:34 AM
This is starting to look a little more like I envisioned. I got camera animation and triggers in and multiple characters. I just need to make a longer map and add support for hold notes. (Custom indie rhythm game engine in Raylib)
June 28, 2025 at 2:30 AM
Built a basic tween/animation system for my Raylib rhythm experiment. So I can trigger tactile squashes and bounces on the fly. Makes the gameplay feel quite satisfying.

Also added some environment set dressings. I’ve been obsessed with Deltarune lately.
June 27, 2025 at 4:49 AM
I’ve got some barebones gameplay working now in my rhythm game experiment in Raylib. I think I need to swap to some easier Quaver maps to test with cause I’m not remotely good enough for this song 😆
June 26, 2025 at 7:33 AM
Reposted by Brielle Garcia
🎨 I’m a veteran game artist open for new work.

I’ve been illustrating, directing, animating, and designing since 2000 -not just pixel art (though I love it).
Clients include Minecraft, WB’s Space Jam, Unity and Rami Ismail.

If you need visual worldbuilding, I’m your person.
DMs open, email in bio
June 23, 2025 at 11:52 AM
My latest Raylib experiment involves loading Quaver songs & chart data, with animated 2D sprites in a 3D scene. This is on PC though and not DC (yet?).
June 25, 2025 at 4:31 AM
TFW you dunk on 3 nerds who think the Shadow Mantle will help
June 25, 2025 at 4:29 AM
Have any of you ever received an Epic MegaGrant? I’m planning to apply for the next round in July and would love to hear advice on what worked for you.
June 14, 2025 at 4:40 PM
SelfReflect can now hook up to Unreal LiveLink for easier integration in your existing Unreal workflow. No extra plugins either. It pairs great with Metahuman Animator!
June 12, 2025 at 12:11 AM
Toby Fox just casually making overused Mixamo animations as endearing in Deltarune Ch3 as Papyrus and Comic Sans were in Undertale. Well played, sir.
June 10, 2025 at 3:36 PM
SelfReflect works on multiple devices. Here I'm using one on the helmet for face, and one for body. Here's some unedited footage of it driving a Metahuman in UE5.

Need to add back in smoothing on hands at a distance, but it's coming along. I plan to support fusion of multiple body angles
June 4, 2025 at 6:23 AM
The cool thing about building to existing standards is your app just automatically works with other things. Here's SelfReflect's Upper & Full body tracking working with inZOI.

inZOI's face tracking expects ARKit via UDP, so that doesn't work (yet). But this is so cool to see!
June 2, 2025 at 4:21 AM
SelfReflect Early Access: New features! Bugs! More!

$20 gets:
- Unlimited license to the full release.

- Access to early builds as I work on them (Not everything works perfectly in every build yet)

- Access to a private discord for testers for bugs & features

ko-fi.com/selfreflect
May 30, 2025 at 5:37 PM
More testing SelfReflect (my all-in-one VTuber mocap app). This time Shadow is sharing his controversial thoughts on Sonic 3 (the game), but he forgot to record his audio.
May 21, 2025 at 4:45 AM
Awww yea! More SelfReflect with Unreal Engine 5, this time with expressions!
May 19, 2025 at 9:23 PM
Using SelfReflect with more Unreal characters. Just need to get blendshapes paired up.
May 17, 2025 at 1:48 PM
Any companies at AWE next month wanna showcase SelfReflect? It looks awesome on a big screen. And there's no calibration for anyone just walking up.

It's a real showstopper.
May 14, 2025 at 5:36 PM
Testing SelfReflect in a real world scenario. Going from Warudo into OBS and paired with a Genesis emulator. It's really so incredibly fast and easy to setup.
May 14, 2025 at 7:34 AM
Testing the new SelfReflect beta with Unreal Engine 5 tonight. The increased fps and wider fov help SO much. This is using upper body & seated mode.

(The thumbs are a problem with my blueprint fyi)
May 14, 2025 at 5:21 AM