Robert Yang
radiatoryang.bsky.social
Robert Yang
@radiatoryang.bsky.social
gay artist, game dev in nz // https://debacle.us // auckland, aotearoa new zealand

making Tryhard, a tactics RPG about rugby https://store.steampowered.com/app/3443270/Tryhard/
Looks great!
November 10, 2025 at 9:07 PM
I think all func details do it automatically now? These are func detail illusionary though
November 10, 2025 at 9:06 PM
the spiders were too scary for me but I like all this other stuff!
November 8, 2025 at 4:53 AM
it's one of the classic lessons of 90s level design: if a space feels weird, you can probably get away with it if you add a bunch of columns and supports to "justify" it
November 7, 2025 at 11:33 PM
tldr summary / spoiler-free Dread Delusion quest design notes from the end of my post:
November 7, 2025 at 8:56 PM
it's kinda hilarious that you have to treat every gesture as a scam now. every email is a dark souls level where there's a little guy with a dagger hiding around the corner
November 3, 2025 at 9:51 PM
still thinking about this lol. his cheek skin actually doesn't protrude / stretch out much (because why would a typical face rig need that?) and his (weird?) index finger pose even hides the pinch point ... the bounce is very cartoony to "sell" the pinch?
November 2, 2025 at 11:03 PM
more seriously though maybe it's actually not too hard to hand animate the cheek blend like this? hmm
November 2, 2025 at 10:53 PM
Reposted by Robert Yang
On Saints Row we had a debug npc named Skinballs (lol) that was literally just four spheres wrapped in different shades of skin texture so we could test lighting for different skin tones during development. But teams need to plan for that kind of testing with intentionality, and not enough do.
October 31, 2025 at 3:23 PM
good quake 3 skin golden age vibes
November 1, 2025 at 12:32 AM
also it's funny how "glitch" used to be something a person did, like how "computers" were people who did math
October 31, 2025 at 11:09 PM
bring back muff imo
October 31, 2025 at 10:51 PM