Dwclan
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dwclan.bsky.social
Dwclan
@dwclan.bsky.social
haiiiiii... >///<
I make games!!!
going to Activision, prev @ EA
Reposted by Dwclan
Desktop version for those who are interested 🤍
March 24, 2025 at 3:20 PM
Just had a coding session where I barely wrote any code😭.

Spent it all reading the source code for Ogre3D trying to understand best practices for rendering library abstraction. I learned a lot tho lmao but just got nothing to show for it yet…
March 21, 2025 at 7:43 AM
Reposted by Dwclan
Working on this as an art director!!!! Go check us out 👀
We’re super excited to announce our new game Donuts! Donuts! is a slapstick 3D driving/skating game meets food delivery.

You play as Mony, a first generation Cambodian-American, as she sets out to save her family's donut business through means of food trucks, radical tricks, and viral marketing.
March 14, 2025 at 12:52 AM
Reposted by Dwclan
I can finally fully reveal that I’ve been working as the Lead UI/UX designer for “Donuts!” Please stay tuned for more updates!
We’re super excited to announce our new game Donuts! Donuts! is a slapstick 3D driving/skating game meets food delivery.

You play as Mony, a first generation Cambodian-American, as she sets out to save her family's donut business through means of food trucks, radical tricks, and viral marketing.
March 14, 2025 at 2:48 AM
Reposted by Dwclan
We’re super excited to announce our new game Donuts! Donuts! is a slapstick 3D driving/skating game meets food delivery.

You play as Mony, a first generation Cambodian-American, as she sets out to save her family's donut business through means of food trucks, radical tricks, and viral marketing.
March 13, 2025 at 7:20 PM
I'm really craving to get back to working on navmesh generation. There's so many interesting triangulation techniques I want to explore.

But right now I'm just learning graphics and low level game engine stuff so I can port the navmesh stuff from Unity into it's own little game engine 😝.
March 12, 2025 at 9:31 PM
Been busy with school recently so haven't had time to work on my navmesh stuff (also working on getting it ported to just C++ so I haven't been able to work on triangulation yet).

In the meantime here's an infinite isometric grid overlay I made this morning in Unity for funsies.

#GameDev
March 12, 2025 at 9:25 PM
Reposted by Dwclan
#MikuDay 2025 ⁉️ ooeeoo
(First post that isn’t old work ✌️yahoo)
March 10, 2025 at 4:44 AM
Reposted by Dwclan
my experience with C++ so far is that it's less of a try/catch situation and more of an execute/crash kind of deal
March 4, 2025 at 4:39 PM
Here's a floating rock shader I just did in Unreal. Usually I would create a material with parameters such as rotation speed and move speed and then create material instances with these parameters changed for more variety.

This is a single material, all with the same parameter values!!!

#GameDev
February 19, 2025 at 8:46 AM
Reposted by Dwclan
We're so honored to be finalists in two categories at the @officialgdc.bsky.social Awards: Best Visual Art and Social Impact for NEVA. Thank you!
January 28, 2025 at 5:47 PM
Got boundary simplification working!!! Next step is the actual triangulation of these regions to create the Navmesh from...

When I'm finished with this entire journey I'll probably make a guide to all the stuff I've done to make a Navmesh from scratch.

#GameDev
January 13, 2025 at 5:53 AM
Last post I had boundary calculations working where I was able to draw out boundaries. However, what I wasn't able to do is determine if a boundary represented a region or a hole. Time to implement some simplification algorithms on these boundaries!

#GameDev
January 11, 2025 at 10:05 PM
Been working on a custom navmesh implementation in Unity and just recently got raw boundary calculations working from a heightmap I generated of the level! Next step is figuring out how to simplify boundaries and I'll worry about triangulation later!!!
January 7, 2025 at 3:33 AM