AbandonWindow
patricknasralla.com
AbandonWindow
@patricknasralla.com
Technical art and game development from the edge of the void. Love generative systems and procedural things with loads of agents!

Ex medical doctor, senior developer at KPV Lab, and now a founder of Visibyl Ltd
If you see this post a vampire who isn’t Dracula
October 26, 2025 at 8:48 AM
lol @steampowered.com for asking me to prove I’m over 18 **when my literal account is** 🤦
September 6, 2025 at 7:02 AM
Someone has been making my day on my morning dog walks lately! Thanks mystery person!
July 8, 2025 at 7:35 AM
Making friends in Holyrood park this morning.
April 27, 2025 at 7:38 AM
If you happen to have a decent real camera. Then I highly recommend this doing this:
April 18, 2025 at 7:35 AM
Oh, God. Should… should somebody tell them?
March 29, 2025 at 8:16 AM
Back to the particles today! Got the system all hooked up to real-time audio input for "ListenState" which now outputs audio spectrum info! I've found that the state machine is really helping to manage complexity now.
February 7, 2025 at 1:43 PM
One of the cool things about shifting my particle simulation wholly to compute is that I can decide *exactly* which kernels to dispatch. This means: particle state machine!
February 5, 2025 at 7:57 PM
Worked on porting some of the Unity VFX graph functions to custom compute shaders today! Very early days but I'm quite happy with my versions of sphere attractor and turbulence so far!
January 30, 2025 at 5:56 PM
Back to work with some particle VFX for an upcoming PuzzleDust project! Today I had some fun with SDFs...
January 21, 2025 at 5:09 PM
The yellow paint is real!
December 5, 2024 at 10:11 AM
Xia is NOT happy I’m still working…
November 25, 2024 at 6:34 PM
Back to playing with swarm simulations for an as yet undisclosed game project. Trying to model the idea of a devouring swarm of Von Neumann cubes... This time I decided to move away from flocking (boids) and try playing with curl noise. I think the motion here "feels better"! #madewithunity #vfx
October 30, 2024 at 4:43 PM
Thought I'd post a bit of older work transferred from the _other_ site... Here's one of a few physarum (slime mold) simulations that I created a while ago. 3 million agents using a novel algorithm that changes the search range as the amount of "scent" increases. #madeinunity #compute #vfx
October 29, 2024 at 9:08 AM
Making progress on an idea to try and create a "living liquid" effect. Decided to play around with Unity's HDRP post process volumes to see how far you can push screen space techniques to fake fluids. Custom compute for the particles themselves, still. #technicalart #madewithUnity
October 25, 2024 at 11:15 PM
Got a lovely shot of the hound last night!
October 11, 2024 at 7:30 AM