Made a quick script to build out a string of connected Hinge Joints for this tire swing. May work for you as well, though some times literally explodes! #unity3d #gamedev https://t.co/0tCjyKFABH pic.twitter.com/Jcw8WQbawh— Staggart Creations (@_staggart_) March 5, 2021 Rounded things out by adding a heatmap visualizer, to see precisely where a terrain material is being applied. With contour lines (because why not) and a tiling debug view #unity3d #gamedev #indiedev pic.twitter.com/5ExcvL8paV— Staggart Creations (@_staggart_) February 7, 2021 Dusted off an unfinished project, and picked away at it this week! It's a procedural terrain painter for Unity, based on a 3DSMax-like modifier stack (height, slope, curvature, noise, etc) combined with Photoshop-style blend modes. #unity3d #gamedev #indiedev #worldbuilding pic.twitter.com/5tDmrxXX54— Staggart Creations (@_staggart_) February 6, 2021 Some background on my new particle effect authoring pipeline. I wanted to create "flipbooks", but without learning Maya/Houdini (old dog). So created a script that renders a sequence from a Particle System pic.twitter.com/g4RAoyLWIV— Staggart Creations (@_staggart_) January 7, 2021 As a holiday project I've been rebuilding my lighting framework to work with Timeline and the Volume system. Amounts to the same thing, but now piggybacks on built-in features. #unity3d #gamedev #indiedev pic.twitter.com/eZoF51xYoO— Staggart Creations (@_staggart_) December 30, 2020 Trying out an idea I had last night: creating a procedural sprite shape, and moving the top vertices to represent water. Wasn't sure if it was at all possible, but seemed to pan out! #unity3d #gamedev #indiedevYou can check out the script here: https://t.co/t92CIs7LMW pic.twitter.com/jnxZAGxbAL— Staggart Creations (@_staggart_) October 29, 2020 Published a free "Replace Selected" utility on the Unity asset store. Simple enough, but saved me a lot of time on numerous occasions. #gamedev #unity3d #indiedevAvailable here: https://t.co/nkW5sW60wS pic.twitter.com/q533ebhxhd— Staggart Creations (@_staggart_) September 3, 2020 Had a jolt of inspiration for a weekend code project. Ended up making a procedural vegetation spawner, based on general spawn chance, height, slope, convexity and terrain layers. #unity3d #gamedev #indiedev #screenshotsaturday pic.twitter.com/qmOtUyum49— Staggart Creations (@_staggart_) August 16, 2020 Implemented "ambient probes" into @Lake_The_Game for characters, to smoothly transition between fixed indoor and dynamic outdoor ambient lighting. #gamedev #unity3d #indiedev pic.twitter.com/3P0aCvJLNn— Staggart Creations (@_staggart_) May 19, 2020 A bit in between projects, so I went back to my tree modeler to add leaf geometry. Big leap forward, as it now resembles an actual tree! #gamedev #indiedev #unity3d pic.twitter.com/AZUQ8VeFiT— Staggart Creations (@_staggart_) March 31, 2020 Trees in the distance are now made of polygonal lies, but at least potato PC's now see something that resembles trees. Ended up looking better and much faster to render. pic.twitter.com/V9uavA3osf— Staggart Creations (@_staggart_) March 20, 2020 Added the last piece of the puzzle to my terrain stamping tool: texture stamping! Stamps can now also be layered and influence vegetation studio. This is a game changer for me! #gamedev #unity3d #indiedev #madewithunity #techart pic.twitter.com/AsDgACqEiu— Staggart Creations (@_staggart_) November 8, 2019 Doing the final touches on my terrain stamping tool. Works across multiple terrains now, and splines practically worked out of the box, which is an EPIC win! #gamedev #unity3d #indiedev pic.twitter.com/kYVJ1rsgOz— Staggart Creations (@_staggart_) August 8, 2019 Humble beginnings of a GPU-driven terrain stamping tool! Many failed attempt over the course of the morning, but I finally booked some results! #gamedev #unity3d #indiedev pic.twitter.com/2DJLSaw2r0— Staggart Creations (@_staggart_) August 6, 2019 Earlier this year I started on my take of a decal system. Gave it some love with full fledged atlasing and GPU instancing, rendering 1000+ decals of the same category in 1 draw call! *chef's kiss* #gamedev #unity3d #madewithunity pic.twitter.com/wrtivjQpDl— Staggart Creations (@_staggart_) August 2, 2019 Rewrote much of the wiring system for Lake to be more flexible. Doubled down on usability to make it really intuitive by simply pulling and dragging wires. #unity3d #gamedev pic.twitter.com/2qql5lJngs— Staggart Creations (@_staggart_) February 17, 2019 Unity has a built-in texture atlas function for, well, packing textures into an atlas! Here is an example implementation with scale controls: https://t.co/wevmwa7L0v #unitytips #gamedev #unity3d #indiedev pic.twitter.com/KFzmyoiuDh— Staggart Creations (@_staggart_) February 12, 2019 Devised a way to use animation curves in a shader, by storing them as gradients in a texture. Super lightweight method to save hundreds of curves in a LUT. #unity3d #gamedev #indiedevMade the repository with an example public here: https://t.co/y8WEjJi0It pic.twitter.com/zMPhtLkFHD— Staggart Creations (@_staggart_) January 26, 2019 Building a tool that renders common (and uncommon) maps from a Unity terrain, for shading and cartography purposes. #gamedev #unity3d #indiedev pic.twitter.com/0ldFY9CGQt— Staggart Creations (@_staggart_) December 6, 2018 Spent the last few days making friends with the trigonometry needed to create a customizable sun/planet orbit. Now super intuitive to preview where the sun sets and rises #gamedev #unity3d #indiedev pic.twitter.com/GSkXPFcdys— Staggart Creations (@_staggart_) November 27, 2018 Several hours of head-scratching later: I managed to work out a few major kinks. Can now achieve a smooth cycle between dawn, noon, dusk and night presets! #gamedev #unity3d #indiedev pic.twitter.com/XvMXaGz4a0— Staggart Creations (@_staggart_) November 20, 2018 Apart from some inexplicable flickering, everything seems to generally work with the new setup! This example blends between 8 profiles ranging from dawn until night. #unity3d #gamedev pic.twitter.com/SZRUANPe33— Staggart Creations (@_staggart_) November 16, 2018 Proof of concept for blending meshes with a terrain. Still widely inaccurate, but I still have a few ideas on how to improve it! #gamedev #unity3d pic.twitter.com/fwrczMWtaU— Staggart Creations (@_staggart_) November 14, 2018 Put together an editor tool to automatically extract a color grading LUT from a screenshot when it is saved. Makes adjustments in Photoshop instantaneous! #unity3d #screenshotsaturday #gamedev pic.twitter.com/qT8LiqSS7k— Staggart Creations (@_staggart_) October 6, 2018 Pigment map functionality in the Fantasy Adventure Environment, blending grass with the terrain #unity3d #gamedevhttps://t.co/2FWlFuJQTE pic.twitter.com/oIEy01L9KK— Staggart Creations (@_staggart_) September 14, 2017 Grass customization in the Fantasy Adventure Environment through a Substance material #gamedev #unity3d #assetstorehttps://t.co/2FWlFuJQTE pic.twitter.com/t6xflMfgnv— Staggart Creations (@_staggart_) September 12, 2017 Finally put together a pipeline for creating tree billboard textures. So I'll be able to add billboard LODs soon! #unity3d #assetstore pic.twitter.com/XPbHutRSjZ— Staggart Creations (@_staggart_) August 20, 2017 Trying my hand at normal-mapped pixel art in Substance Designer today #gamedev #substancedesigner #indiedev #pixelart pic.twitter.com/Wuif5tgGrA— Staggart Creations (@_staggart_) April 9, 2017 Using Substance graph for flowers so I can easily create/modify variations in the texture atlas #gamedev #substancedesigner #indiedev pic.twitter.com/7O151GcBgb— Staggart Creations (@_staggart_) April 3, 2017 Going to dive back into Unity and Substance Designer today and make some progress on my customizable mountain pack pic.twitter.com/yE6LUtBV38— Staggart Creations (@_staggart_) February 13, 2016 Prototyping a basalt shape generator based on a heightmap #unity3d #gamedev pic.twitter.com/Xdyn3HTmXf— Staggart Creations (@_staggart_) September 17, 2015