Emily
@sumac.bsky.social
Who left all this garbage out here? This is perfectly good trash.
Hiking fan & solo game dev making Anza - a convenience store horror game set in the Anza Borrego Desert State Park
Hiking fan & solo game dev making Anza - a convenience store horror game set in the Anza Borrego Desert State Park
Coolest thing we saw: a red-tailed hawk flew by near the woods and as soon as it called, a large group of ravens crossed ~1km of meadow to harass it. They chased it up into the sky, in a circling column barking at it.
October 5, 2025 at 2:48 AM
Coolest thing we saw: a red-tailed hawk flew by near the woods and as soon as it called, a large group of ravens crossed ~1km of meadow to harass it. They chased it up into the sky, in a circling column barking at it.
Like GIMP is good if you just want a filter and don't care that nothing in it works like any other art program, or if you want to do some quick and dirty stuff just to a specific color channel without packing/unpacking channels externally, but it's a stubbornly dead-end program skill-wise.
October 3, 2025 at 1:50 PM
Like GIMP is good if you just want a filter and don't care that nothing in it works like any other art program, or if you want to do some quick and dirty stuff just to a specific color channel without packing/unpacking channels externally, but it's a stubbornly dead-end program skill-wise.
The animations use rigid body physics baked to keyframes in Blender and exported to unreal. The falling blind bounces off a dresser and onto the floor, where it sits for the rest of the game.
Also for performance, once an animation finishes, I swap the skeletal out for a static mesh imposter.
Also for performance, once an animation finishes, I swap the skeletal out for a static mesh imposter.
September 26, 2025 at 8:01 PM
The animations use rigid body physics baked to keyframes in Blender and exported to unreal. The falling blind bounces off a dresser and onto the floor, where it sits for the rest of the game.
Also for performance, once an animation finishes, I swap the skeletal out for a static mesh imposter.
Also for performance, once an animation finishes, I swap the skeletal out for a static mesh imposter.