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
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.
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.
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