Metkis
@metkis.com
Designer of Many Things • Human Middleware
“There is the steady lapping of the pond at the shore’s edge, which I belong to with my imagination.”
www.metkis.com
“There is the steady lapping of the pond at the shore’s edge, which I belong to with my imagination.”
www.metkis.com
Designed a little tileset to learn Godot's TileMapLayers
October 7, 2025 at 1:42 AM
Designed a little tileset to learn Godot's TileMapLayers
I’ll add there’s a wiki just for Alaska’s notoriously bad crime rate, per capita. en.m.wikipedia.org/wiki/Crime_i...
September 29, 2025 at 3:58 AM
I’ll add there’s a wiki just for Alaska’s notoriously bad crime rate, per capita. en.m.wikipedia.org/wiki/Crime_i...
It’s such a boring choice, but when I need a good workhorse, it’s Fira Code. It has excellent ligature support and is just a pleasant coding typeface.
September 8, 2025 at 3:52 AM
It’s such a boring choice, but when I need a good workhorse, it’s Fira Code. It has excellent ligature support and is just a pleasant coding typeface.
I don’t fully comprehend the burst mechanic in Lumines Arise, but I did crack 1 mil score on the demo levels only to be destroyed in multiplayer by some absolutely inhuman player. It’s pure flow-state gameplay, but the effects are too much sometimes. Runs okay on SteamDeck.
August 27, 2025 at 3:33 AM
I don’t fully comprehend the burst mechanic in Lumines Arise, but I did crack 1 mil score on the demo levels only to be destroyed in multiplayer by some absolutely inhuman player. It’s pure flow-state gameplay, but the effects are too much sometimes. Runs okay on SteamDeck.
Super excited for Guillermo del Toro's Frankenstein, but this part of the Variety article is sort of hilarious. "He just wants that mama's milk."
August 21, 2025 at 1:52 AM
Super excited for Guillermo del Toro's Frankenstein, but this part of the Variety article is sort of hilarious. "He just wants that mama's milk."
Anyone remember early ML-aided art generators that had you scribble a cat or whatever, and they would spit out something incredibly strange, often with multiple faces and eyes as if H. R. Giger drew demonic stereograms on acid? Now that was good stuff.
August 19, 2025 at 7:22 AM
Anyone remember early ML-aided art generators that had you scribble a cat or whatever, and they would spit out something incredibly strange, often with multiple faces and eyes as if H. R. Giger drew demonic stereograms on acid? Now that was good stuff.
Bought an old desk for a pittance and been out refinishing it because why not, here’s the before and after sanding it and now w/three coats of satin poly. Final coat still drying. Pretty sure it’s Douglas Fir or Pine.
August 9, 2025 at 9:23 PM
Bought an old desk for a pittance and been out refinishing it because why not, here’s the before and after sanding it and now w/three coats of satin poly. Final coat still drying. Pretty sure it’s Douglas Fir or Pine.
I saw one in an art museum! They’re not *too* expensive, but definitely a splurge. The Panasonic/Muji SL-PH7 is also rad. The same designer of the wall-mounted CD player, Naoto Fukasawa, also worked under the brand Plus Minus Zero. They even made a sort of cool minimalist, single-slice toaster.
August 6, 2025 at 1:55 AM
I saw one in an art museum! They’re not *too* expensive, but definitely a splurge. The Panasonic/Muji SL-PH7 is also rad. The same designer of the wall-mounted CD player, Naoto Fukasawa, also worked under the brand Plus Minus Zero. They even made a sort of cool minimalist, single-slice toaster.
I love the way these trees are art-ed for Mother 3. They layer well together and have a lot of individual identity alongside tastefully outlined details and shading.
August 6, 2025 at 12:01 AM
I love the way these trees are art-ed for Mother 3. They layer well together and have a lot of individual identity alongside tastefully outlined details and shading.
Like how this mockup turned out, especially how the little cross for the hospital in the UI swings around. UI is fun to animate even if it's a pain sometimes.
June 8, 2025 at 7:30 PM
Like how this mockup turned out, especially how the little cross for the hospital in the UI swings around. UI is fun to animate even if it's a pain sometimes.
Another 2.5D Pixel-Art Mockup. I remember folks did not like the wobbly text box, but I wanted to show it had depth.
June 8, 2025 at 7:21 PM
Another 2.5D Pixel-Art Mockup. I remember folks did not like the wobbly text box, but I wanted to show it had depth.
Spoilers, this was already in color before. This was actually for my defunct game, Morning Star. But a robot that thinks it's a noir detective is always a fun premise.
June 8, 2025 at 7:12 PM
Spoilers, this was already in color before. This was actually for my defunct game, Morning Star. But a robot that thinks it's a noir detective is always a fun premise.
Cybernoir should be more of a thing.
June 8, 2025 at 7:10 PM
Cybernoir should be more of a thing.
I used to like finding cool tile sets and working them into something 3D, this was one of my later attempts with some basic stylized water and realtime reflections.
June 8, 2025 at 7:02 PM
I used to like finding cool tile sets and working them into something 3D, this was one of my later attempts with some basic stylized water and realtime reflections.
Old but good mecha concept pixel art + 3D. I really like how this one turned out and it was my first time working with a strong back light. This one uses reverse hull method, I think.
June 8, 2025 at 7:01 PM
Old but good mecha concept pixel art + 3D. I really like how this one turned out and it was my first time working with a strong back light. This one uses reverse hull method, I think.
You: It can’t be that bad, Metkis.
Russian cursive:
Russian cursive:
June 5, 2025 at 2:41 AM
You: It can’t be that bad, Metkis.
Russian cursive:
Russian cursive:
I am able to get something vaguely similar (see below), but the effect is too inconsistent, where yours is sharp and consistent on different types of models. Anyways, if you have any pointers I would appreciate them.
April 30, 2025 at 3:56 AM
I am able to get something vaguely similar (see below), but the effect is too inconsistent, where yours is sharp and consistent on different types of models. Anyways, if you have any pointers I would appreciate them.
This is kind of what I've got and it gets close, but I'm curious what I might be missing, like how to boost only the additive part of the effect. I'm not a graphics programmer, so I feel I'm missing how to just get the additive portion of the fresnel to show, while still considering the lighting.
April 30, 2025 at 3:11 AM
This is kind of what I've got and it gets close, but I'm curious what I might be missing, like how to boost only the additive part of the effect. I'm not a graphics programmer, so I feel I'm missing how to just get the additive portion of the fresnel to show, while still considering the lighting.
Added a house, inspired by Animal Crossing. Sort of playing at using a character instead of entirely mouse-based gameplay, so navigating your garden is significant and building out your island has more purpose. Possibly acts as a place to rest? Might scrap, but it *is* fun lookin'. #gamedev
April 22, 2025 at 11:18 PM
Added a house, inspired by Animal Crossing. Sort of playing at using a character instead of entirely mouse-based gameplay, so navigating your garden is significant and building out your island has more purpose. Possibly acts as a place to rest? Might scrap, but it *is* fun lookin'. #gamedev
Super cheap rolling clouds/fog using a single plane. This was fun to work through. Followed alongside the ShaderGraph implementation by @cyanilux.bsky.social with some minor changes. Needs slightly more tweaking for my use-case, but I enjoy how simple and effective this method is. #gamedev
April 22, 2025 at 2:48 AM
Super cheap rolling clouds/fog using a single plane. This was fun to work through. Followed alongside the ShaderGraph implementation by @cyanilux.bsky.social with some minor changes. Needs slightly more tweaking for my use-case, but I enjoy how simple and effective this method is. #gamedev