Flex
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flexrmn.bsky.social
Flex
@flexrmn.bsky.social
3D & Tech Artist based in Stockholm. Currently at SomethingWeMade, formerly at Toca Boca, Anarcute & Klondike. Always open for collabs and freelance 🌟
He/him
October 26, 2025 at 4:58 PM
Water shader I did a few months ago
July 23, 2025 at 10:18 AM
A surprisingly efficient way to give a lot of personality to each different critter is to add a bit of perlin noise to the movement. Makes it all feel very natural.

Higher noise frequency -> more hectic
Higher noise strength -> more erratic

Here's a comparison of different settings:
July 10, 2025 at 7:31 PM
An old random experiment I'm very happy with:
I wanted to make critters you cannot "interact" with as a player.

So I made a simple script where the critters idle around a specific area, and if the player gets too close, they go to a hiding spot, and spawn back later if the player is away.
July 10, 2025 at 7:26 PM
Some old prototype:
You're on an island with a handful of items that can interact with another.

You interact by holding and waving items around with the wasd keys.

It was meant to be a micro crafting/puzzle game with a tightly closed loop of objects. Very inspired by Minit's minimalism.
July 9, 2025 at 10:05 AM
The "animation" is just a set of sines on XYZ position, rotation and scale. You can honestly do pretty much everything you want with the right pivots.

The sound is the cherry on top that ties everything together, kudos to the incredible sound people of Toca.
July 4, 2025 at 3:04 PM
A simple script for knocking props:
I needed objects to have wobble animations with a "soft" reset if another player knocks the same object.

So it's just a looping "wobble" that can just vary in intensity. Knocking the object just increment the slowly decaying wobble strength.
July 4, 2025 at 3:02 PM
Hello! I'm Félix, I do 3D Art for games: Modelling, Shaders, Vfx, Animation but also a bit of code & design, you name it.

I'm currently very much looking for new work so feel free to reach out!
I worked at Toca Boca and previously on Anarcute and at Klondike.
See you around 👋✨
July 4, 2025 at 9:59 AM
And with some very creative UV mapping, It also works wonders with little insects and other critters!
July 2, 2025 at 3:42 PM
V axis is strength and U is an offset of the sine motion. Some examples of mappings for different fishes:

For the 1st fish, you want the head of the fish to stay steady (uv 1,0) and the rest of the body to progressively lag behind until the tail which moves a lot (uv 0,1)

Hope that makes sense 🙈
July 2, 2025 at 3:40 PM
Based on the fishes in ABZU, the animation is a set of sines motions and extrusions. It uses the UVs to preset an intensity and offset of the motion (see next post).

It's surprisingly versatile and convincing! On top of being super cheap to make and run :)
July 2, 2025 at 3:37 PM
Some fishes animated by shaders! Explanation in the thread:
(Models by Spelkraft, @dorianbeaugendre.bsky.social & me)
July 2, 2025 at 3:33 PM
Best trick I learnt is: You can achieve the shaded side of the cloud by comparing the sun direction and the tangent of the skybox hemisphere, then using it to slightly offset a "shaded" copy of the clouds.

Particularly visible here, with also a bit of fake cloud transparency :)
July 2, 2025 at 11:18 AM
The clouds are just a layered bubbly noise, mapped on a hemisphere with super stretched uvs (more visible at the end of the video).

Does a great job of giving a sense of the clouds going over the horizon.
July 2, 2025 at 11:08 AM
Let's start with a pretty skybox :)

This one I wanted to work like AC New Horizons, with big puffy clouds and many controls over light, wind, cloud coverage, etc...
Notable tidbits below:
July 2, 2025 at 10:59 AM