Julien Kaspar
@julienkaspart.bsky.social
730 followers 140 following 67 posts
3D artist / crash test dummy @Blender in Amsterdam, Netherlands. 🖌🎥🎮 He/Him 🇬🇧🇩🇪 Working on short films & games. Support our us and Blender development at: studio.blender.org My art: https://www.artgram.co/c/julienkaspar
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I put together a little trailer for our Steam store page.
The project is basically done at this point and I'm super stoked to finally release it soon!

store.steampowered.com/app/3775050/...

#b3d #godotengine #gamedev
Reposted by Julien Kaspar
I cannot overstate just how awful this stupid fucking bill proposal is

- adding backdoors into encryption on OS level
- "sniff" every single message before it gets encrypted AND SAVE IT CENTRALLY
- let a goddamn hallucinating "AI" mark people as criminals

it needs to be stopped, post haste
I'll be a the Godot Fest this year to present our game :D
Looking forward to seeing being among the Godot Community again in Munich!
Here's the first little sneak peek at one of the upcoming talks @ #GodotFest we're excited about: The Blender team will be talking about their experiences with the Godot Engine during the making of DOGWALK!
I hope we can make it a timed paywall. Not a huge fan either, but we gotta eat.
If I carve out the time I'd love to make a video about the theory (no code snippets) and make that free.
I finally finished my deep-dive article on DOGWALK, like I promised :D
All about making a playable character in Godot with a choppy animation style! Plenty of visual examples & code snippets! Took quite a while to put together.
studio.blender.org/blog/playabl...

#b3d #godotengine #gamedev
Actually most of the complaints were about the frame rate. Performance optimization is hard 😅
Yesterday we reached 500 reviews, resulting in getting the "Overwhelmingly Positive" label! 😍
TODAY it's even more!
THANK YOU ALL SO MUCH!
I'm so glad you liked it :3
Thanks for spreading the word!
Reposted by Julien Kaspar
Join the Blender Studio team online this Friday at 17.00 CEST, as we celebrate the official release of DOGWALK! 🐶 🎉

#BlenderStudio #OpenProject #DOGWALK #game #release
youtube.com/live/7eRlX4b...
New Blender Studio Log is up!
I still love Haru's editing on these :D
News on Singularity and all other projects going on right now.

www.youtube.com/watch?v=bnND...

#b3d
Nuclear-Powered Underwater Creatures - Blender Studio Log 23
YouTube video by Blender Studio
www.youtube.com
Reposted by Julien Kaspar
DOGWALK will be officially released on July 11th, 17.30 CEST 🎉 join us then for our online release party!
Lots of frolicking in the snow and talking with artists, to be sure ☃️

#b3d #BlenderStudio #game #gamedev #OpenProject #DOGWALK
studio.blender.org/blog/dogwalk...
I put together a little trailer for our Steam store page.
The project is basically done at this point and I'm super stoked to finally release it soon!

store.steampowered.com/app/3775050/...

#b3d #godotengine #gamedev
Maybe we should've figured out how to organise the AnimationTree better. This is how the final arrangement looks like (Some of these animation nodes go deeper haha)
When it comes to the AnimationTree on DOGWALK, we barely used any blending. It suited the stop-motion style to instantly switch animation states and use one-shot animation nodes.

This is an early version in the video (we had dozens of animations in the end),

#b3d #godotengine #gamedev
This game could suddenly drop in 15 years and I'd still play it day one full of excitement :D
Reposted by Julien Kaspar
I'm really working to make Wild Cosmos a polished experience and hope players will notice.

If you like what I make, simply sharing it around helps greatly.

I don't have a dedicated budget for the game, I'm making it in my free time, this game could be my stepping stone for future projects.
The support would always be appreciated!
Right now you would get access to the full source code. You'd need to dissect and investigate yourself how the pipeline works tho. Soon we'll have documentation and guides online.
Since all our animations are on 2s I wait for a signal that a new animation started. This resets a value that's counting delta time. If I take the modulo by the frame time I can check on which frames it syncs up with the animation.
But I can also see other ways of doing it.
Oh for a full explanation in the article I'll make more videos to compare the result to how it would look when just linearly interpolated 👍
Luckily no. The actual movementis still at 60 FPS and every input still triggers an immediate feedback and state changes. That's the most important thing.
This kind of approach to 3D animation in games is very inspired by how 2D animated sprites in games move at a low fps, while still feeling responsive and smooth.