@ Off-Leash Interactive
Stockholm, Sweden
I do not use and I urge you to not use:
Tesla, Temu, Shein, TikTok, X, Mondelez (Marabou, Tucs, etc.), Google, Amazon, Meta (Facebook, Instagram, Messenger, etc.)
I've been eagerly waiting for this talk to be uploaded, great job Tom and team 💪
youtu.be/t1CrbTx6O6w?...
I've been eagerly waiting for this talk to be uploaded, great job Tom and team 💪
youtu.be/t1CrbTx6O6w?...
by design, even. this is the goal
by design, even. this is the goal
aftermath.site/ubisoft-montre...
aftermath.site/ubisoft-montre...
Everyone else laid off in the thread are amazing people and great at what they do so please hire them ASAP!!
Everyone else laid off in the thread are amazing people and great at what they do so please hire them ASAP!!
This is short notice, but if you're interested in getting to play the Demo for our pinball roguelite deckbuilder ✨PinKeep ✨a bit earlier than everyone else, please contact us asap via contact at okomotive dot ch for an advance key!
This is short notice, but if you're interested in getting to play the Demo for our pinball roguelite deckbuilder ✨PinKeep ✨a bit earlier than everyone else, please contact us asap via contact at okomotive dot ch for an advance key!
We’re leveraging each other’s strengths — in clean energy, critical minerals, and defence — and working together in shared missions, like bolstering security in the Arctic.
We’re leveraging each other’s strengths — in clean energy, critical minerals, and defence — and working together in shared missions, like bolstering security in the Arctic.
1) Substrate - by Nathaniel Morgan
2) Material Updates - by me
3) Shaders - by Dan Elksnitis
#ue5 #unrealfest #stockholm #techart #materials
1) Substrate - by Nathaniel Morgan
2) Material Updates - by me
3) Shaders - by Dan Elksnitis
#ue5 #unrealfest #stockholm #techart #materials
Managing hardware ray tracing in instance-heavy scenes. How we got performance back by tweaking ray cost, reflections, etc.
If you’re working with Unreal, HWRT, Nanite, or large instanced scenes, you might find this useful.
real-mrbeam.github.io/2026/01/20/M...
Managing hardware ray tracing in instance-heavy scenes. How we got performance back by tweaking ray cost, reflections, etc.
If you’re working with Unreal, HWRT, Nanite, or large instanced scenes, you might find this useful.
real-mrbeam.github.io/2026/01/20/M...
irradiance.ca/posts/micros...
irradiance.ca/posts/micros...
These 11 courses are a must-read for those wanting an in-depth understanding of how #Substrate works and how it can be best leveraged ✨
#unrealengine #ue5 #techart
These 11 courses are a must-read for those wanting an in-depth understanding of how #Substrate works and how it can be best leveraged ✨
#unrealengine #ue5 #techart
PinKeep is a pinball deckbuilding roguelite – Master the ball and flippers to collect resources and defeat your enemies!
Demo coming in January, wishlist now! 👇
How we optimized Mannequin for Quest 2. Fighting draw calls, occlusion, instancing, CPD, LOD tuning, and a bunch of small tools to get the most out of the Q2.
If you’re into VR performance or technical art, you might like this.
real-mrbeam.github.io/2025/12/11/O...
How we optimized Mannequin for Quest 2. Fighting draw calls, occlusion, instancing, CPD, LOD tuning, and a bunch of small tools to get the most out of the Q2.
If you’re into VR performance or technical art, you might like this.
real-mrbeam.github.io/2025/12/11/O...
www.joewintergreen.com/interest-sou...
www.joewintergreen.com/interest-sou...
🦌 Single-player survival in the overgrown ruins of the 80s
🌿 Give and take life with your unique powers
🫀 Listen to your body, not a HUD
#Verdant #indiedev #gamedev
🦌 Single-player survival in the overgrown ruins of the 80s
🌿 Give and take life with your unique powers
🫀 Listen to your body, not a HUD
#Verdant #indiedev #gamedev
First post is about how we built the lighting workflow for Mannequin on Quest. Using Lumen and baking the result with GPU Lightmass. Fake bloom, reflections and creating tools. If you're into technical art, VR optimization, you might enjoy it.
real-mrbeam.github.io/2025/10/28/L...
First post is about how we built the lighting workflow for Mannequin on Quest. Using Lumen and baking the result with GPU Lightmass. Fake bloom, reflections and creating tools. If you're into technical art, VR optimization, you might enjoy it.
real-mrbeam.github.io/2025/10/28/L...
I've poured so much love into this game and had so much fun making it. From the music to the animations to all the silly little mechanics, really hope you can feel it 🖤
Give it a retweet if you wanna support me, link to the game below! Cheers 🥂
I've poured so much love into this game and had so much fun making it. From the music to the animations to all the silly little mechanics, really hope you can feel it 🖤
Give it a retweet if you wanna support me, link to the game below! Cheers 🥂
#SplitFiction wins Best Sound Design in a Video Game at #MASAwards
#gameaudio #gamedev
#SplitFiction wins Best Sound Design in a Video Game at #MASAwards
#gameaudio #gamedev