Jeff Stewart
@object01.bsky.social
Maker of games & tools, leader of teams. #procgen enthusiast. Prev. Diablo IV, THPS, Destiny 2, Crash Bandicoot, Skylanders.
https://github.com/object01
https://www.linkedin.com/in/object01
Support tool R&D! https://buymeacoffee.com/object01
https://github.com/object01
https://www.linkedin.com/in/object01
Support tool R&D! https://buymeacoffee.com/object01
Fun with spooky lighting for #screenshotsaturday. Fun fact: I made a component that causes any actor -- like this lighting rig -- to follow the viewport camera. No need to fiddle with un/possessing or piloting an actor. :) #unrealengine #procgen #usability #dungeoncrawler
November 1, 2025 at 10:45 PM
Fun with spooky lighting for #screenshotsaturday. Fun fact: I made a component that causes any actor -- like this lighting rig -- to follow the viewport camera. No need to fiddle with un/possessing or piloting an actor. :) #unrealengine #procgen #usability #dungeoncrawler
This is a pretty big hobby milestone for me-- a real corridor & chamber solution that works with PCG partitions. Now I can experiment with more interesting generators for the corridors and chambers themselves, and interior/exterior features.
#PCGEx #procgen #UnrealEngine #dungeoncrawler
#PCGEx #procgen #UnrealEngine #dungeoncrawler
October 29, 2025 at 2:25 AM
This is a pretty big hobby milestone for me-- a real corridor & chamber solution that works with PCG partitions. Now I can experiment with more interesting generators for the corridors and chambers themselves, and interior/exterior features.
#PCGEx #procgen #UnrealEngine #dungeoncrawler
#PCGEx #procgen #UnrealEngine #dungeoncrawler
August 30, 2025 at 7:31 PM
I've spent SO much longer on this than I thought I would, mostly 'cause I'm braindead by the time I find time to work on this during the week.
Behold: a web generated with #PCG hierarchical generation. Thanks to @nebukam.bsky.social for the quick turnaround on a #PCGEx bugfix! ❤️
#UnrealEngine
Behold: a web generated with #PCG hierarchical generation. Thanks to @nebukam.bsky.social for the quick turnaround on a #PCGEx bugfix! ❤️
#UnrealEngine
August 23, 2025 at 12:55 AM
I've spent SO much longer on this than I thought I would, mostly 'cause I'm braindead by the time I find time to work on this during the week.
Behold: a web generated with #PCG hierarchical generation. Thanks to @nebukam.bsky.social for the quick turnaround on a #PCGEx bugfix! ❤️
#UnrealEngine
Behold: a web generated with #PCG hierarchical generation. Thanks to @nebukam.bsky.social for the quick turnaround on a #PCGEx bugfix! ❤️
#UnrealEngine
May 27, 2025 at 12:10 AM
More fun with #procgen in #UnrealEngine. Getting a feel for using high-order grid data to drive low-order grid data. This started as me wanting a way to create corridors in my #dungeoncrawler.
May 26, 2025 at 7:01 PM
More fun with #procgen in #UnrealEngine. Getting a feel for using high-order grid data to drive low-order grid data. This started as me wanting a way to create corridors in my #dungeoncrawler.
Late for #ScreenshotSaturday but I realized a way to redesign my "hull builder" to be much simpler and performant. #UnrealEngine #dungeoncrawler #procgen
May 19, 2025 at 1:57 AM
Late for #ScreenshotSaturday but I realized a way to redesign my "hull builder" to be much simpler and performant. #UnrealEngine #dungeoncrawler #procgen
Been playing around with hierarchical generation. This is ~4hrs work.
It's pretty simple; every cell has a chance of spawning a) zero-to-two walls with optional torches, and b) a floor.
Had to tweak the fog *hard* to get it to hide the pop-in/out. 😇
#UnrealEngine #PCG #DungeonCrawler
It's pretty simple; every cell has a chance of spawning a) zero-to-two walls with optional torches, and b) a floor.
Had to tweak the fog *hard* to get it to hide the pop-in/out. 😇
#UnrealEngine #PCG #DungeonCrawler
May 3, 2025 at 11:54 PM
Been playing around with hierarchical generation. This is ~4hrs work.
It's pretty simple; every cell has a chance of spawning a) zero-to-two walls with optional torches, and b) a floor.
Had to tweak the fog *hard* to get it to hide the pop-in/out. 😇
#UnrealEngine #PCG #DungeonCrawler
It's pretty simple; every cell has a chance of spawning a) zero-to-two walls with optional torches, and b) a floor.
Had to tweak the fog *hard* to get it to hide the pop-in/out. 😇
#UnrealEngine #PCG #DungeonCrawler