Gamedev / tools - Co-founder @unbound_io with @rianflo Made @clayxels , @nauticrawl and lots of failed stuff. Ex. DreamWorks, MPC VFX, Lionhead Studios

I wish the Teenage Engineering EP35 was a computer case instead of an amp 🥲
4
16
693
Andrea Intg. retweeted
My daughter has been obsessed with Halloween and Ghosts this year. I'm working on something spooky to play with her later.👻🎃
2
3
8
440
Quadrupeds rigging coming to Unbound Loop. The user (or the agent) only have to fit one view and the rest is taken care of, automagically 🧙‍♀️
6
20
174
8,656
No, you can't make original games with AI. And it wouldn't scale to decent performance or good graphics anyway. Stop it right now! 👮
UE5で部屋にいるミミズの大群みたいな化け物
11
3
96
16,066
Ok, seriously, if you haven't watched Carrie on amazon, go do that now. And that will inevitably lead you to its soundtrack by Haute & Freddy and then you'll be dancing on your desk, like me, right now.
Me the last few days listening to Haute & Freddy. If you know, you know.
1
445
Andrea Intg. retweeted
A tasty preview of a new feature we're mixing up. 🍓🍌 The Poly Agent can help you create and edit polygon meshes. Add procedural controls, download JavaScript or connect your own agents via MCP. Coming soon to Unbound Loop!
1
3
10
782
Teaching Unbound Loop's agent how to rig on its own🤓
1
2
24
908
If you're like me, you probably like to focus on one thing at a time. But with coding agents I'm realizing I have to force myself to start every prototype that tickles my brain. The result: I trash most of them early, stash the promising ones for later, free up my brain, move on.
2
4
447
Hoooly crap, lets fix that!
I don't know how to market my game
2
17
1,283
I had to try this. AI coded Game Boy dungeon crawler made in ASM. Full algo for light casting and plenty of cycles left to squeeze a decent roguelike simulation in there.
6
26
1,310
A previous attempt I did in 2014 (jeez, time flies) using C and GBDK. I remember requiring external rom banks but the compiler was a bit buggy when switching banks and gave up.
My weirdo space #deungeoncrawler running on a real #gameboy with shadow casting. #gbdev #gbdk #gbjam http://t.co/EQPFZYUo8u
1
105
Tripo's EdenLive in Unbound Loop is pretty cool.
A short clip from some of today's testing. I find myself working with the new EdenLive preview differently than I do with SDXL, refreshing the scene at different times. The improved fidelity and detail makes a big difference in the 3D Gen output.
1
5
476
Andrea Intg. retweeted
Testing the new poly agent
2
5
334
Me the last few days listening to Haute & Freddy. If you know, you know.
2
820
All of a sudden realizing I've created more hardware projects than games in the last few years 😳 Maybe making niche hardware is the solution to software aboundance.
3
1
33
1,183
Andrea Intg. retweeted
This interview with GabeN is quite interesting: “Perhaps unsurprisingly, Newell believes that LLM tools are the next great technological leap, and are going to prove so transformative that this is where people should focus their learning.“ pcgamer.com/software/ai/gabe…
26
58
599
54,977
Job losses from AI is probably the biggest real issue we're facing right now. I find it absurd that people focus on disclosing AI use on steam to boycot AI as a whole. The only outcome is hurting a tiny, tiny minority of the AI customer base. Game devs, of all people🤦
10
22
1,707
I don't know what's it like in the states, but in EU right now ~100 bucks is how much it costs to buy a used and perfectly capable machine for making a playing games (not all games of course ; ). And not just any machine, look at this beaut. Add linux and you're off to the races
3
437
Had some fun over the weekend prototyping an old idea still stuck in my head
1
2
28
849
This game draws inspiration from Cultist Simulator, in Alexis' own words: basically a crafting game with cards. Back when I tried to prototype it years ago I had two main obstacles that made me give up: 1)the game should allow crazy permutations without ever breaking. ...
1
1
249
2)it required lots of writing. I was burned from Nauticrawl where a friend had to revise my italenglish text for the entire game. Two things I deemed unsustainable for a game I had little revenue expectations for. Both things now solved with AI, we'll see if I'll get to a demo.
1
107