Elbriga, making Ballistic.exe
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elbriga14.bsky.social
Elbriga, making Ballistic.exe
@elbriga14.bsky.social
500 followers 450 following 150 posts
🇫🇷 - Senior Technical Artist @kylotonn_games Wishlist Ballistic.exe https://store.steampowered.com/app/3432980/Ballisticexe/ Formerly @MonochromeParis . @tandem_game , Singularity5 VR.
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Thank you for a quarter of a million views on Ballistic.exe's reveal trailer 😱
#gamedev #UE5
That's so true. Most people wouldn't consider that working in a frozen pizza factory or being a private chef are the same job, and yet "game dev" somehow encompasses an equally great range of experiences 😱
That's so funny, reminds me of a mechanic we put in Tandem: a Tale of Shadows back in the day, we had these pink cubes that wanted nothing but eat each other to make platforms ! Love this!
True gamedevs paint their shadows by hand! 💪
#gamedev #UE5
Hence, some LODs really don't have much polycount difference, but will be displayed differently in the outlines, avoiding noisy / all black detail further in the landscape
In Ballistic.exe, LODs are used not so much for performance reasons - but instead to manage the amount of detail present in the outlines.
I have become everything I hate 😭 I... put fucking CRATES in my game
But I'll share an interesting tidbit anyway
Looks like a great choice, I'll give it a go thank you!
Anyone with good recommendations for where to find affordable pixel fonts that support *at least* the complete basic latin charset? Ideally also russian, japanese and korean
Level blocking for the first complete map of Ballistic.exe 👀
Almost done!
#gamedev
Ring that bell!
First look at the seamless(ish) teleportation effect in Ballistic.exe
#UE5 #TechArt #VFX #indiedev
And one last example with the vertex info
(notice the nice mix of thick edges between different objects, and thin edges within the same object)
And of course, the standard kernel sampling of normals and random buffers per object (hashing object position and bounds to generate a random ID in multiple buffers) + depth sampling (mostly useful for terrain)
It uses a very simple GeoNode tool to randomize vertex color per mesh island, giving much more information per mesh on where to draw edges
Another showcase of the latest improvements in Ballistic.exe's edge detection
#indiedev #gamedev #UE5
I've often tried to replicate the comic book feel in 3D, and sometimes I feel like Ballistic.exe succeeds in that regard despite not being the goal 🧐
Even has that touch of watercolor feel!
I thought that GTAIV was brillant in its satire, but V was all setup and no punchline
You're probably not doing anything wrong. UMG is very rigid and gamepad support is notoriously difficult :/ My personal advice would be to use the UINavigation plugin, it's very robust

Sadly my personal approach is to adapt my UI style to the toolset, rather than the opposite :/
And I had fun putting in smoke from the open bolt after a cartridge has been fired ^^ Short FAQ at the end of the video if you're interested!
the bolt itself is driven by the cartridge impulse and the spring, there's no skeletal animation here! Even the cartridge ejection force is calculated from bolt velocity