River Salmon
riversalmon.itch.io
River Salmon
@riversalmon.itch.io
Indie gamedev and Unreal Engine specialist.
Former Software Engineer at 2k Games. Views my own and not representative of past, present, or future employers.

Available to provide AND commission contract work/freelancing
Reposted by River Salmon
HEARTBREAKING NEWS: Ubisoft was asking too much for the "Tonic Trouble" IP, so unfortunately my acquisition bid fell through at the last minute
November 13, 2025 at 5:35 PM
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What UVing in a good level editor tool is like:
Select a face and Alt + RMB on hovered faces to flow it to that face.
I can also flow it from the hovered face to the selected faces with Shift + Alt + RMB (coming in Scythe 0.7).
October 10, 2025 at 7:24 AM
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My husband was detained by ICE today

Juan Muñoz, an American citizen, father of 2, and local government official, was peacefully protesting w. other elected officials. He was assaulted and taken away

I have had zero contact or updates since

#SOS
@duckworth.senate.gov @durbin.senate.gov
October 3, 2025 at 5:12 PM
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New update to Scythe, my Source 2 Hammer inspired level editor for Unreal Engine 5!

New features below! 🧵(1/6)
September 8, 2025 at 7:03 PM
Hey all, I've been maintaining a games-focused community fork of #unrealengine available to UE licensees over at github.com/River-Salmon.... Come on in, we've got User Defined Shading Models!
github.com
July 17, 2025 at 5:31 AM
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Ex-farm worker here.

We need to talk about this whole "But a living wage for farm workers would spike the cost of food!" thing.

Not true AT ALL.

Y'all don't understand how fast experienced farm workers are.

The average tomato picker pulls 650lbs per hour.

At $20/hr, that's $0.03/lb for labor.
July 13, 2025 at 8:03 PM
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Property History is out!

Quickly see the history of any property in Unreal Engine
July 12, 2025 at 1:04 PM
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Hey y'all! I am Fairweather, and I make singleplayer levels for Quake, Team Fortress 2 and Doom!

Here's some of my work, I typically focus on encounter design, but here's some pretty visuals to catch your eye. Reposts appreciated.
August 5, 2023 at 10:22 AM
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If I was a dev and I had spent years working on a game and my boss went on stage and looked like this much of a jackass I'd be so pissed
June 6, 2025 at 10:53 PM
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one of the saddest things about western masculinity is that it comes with a predetermined set of life goals from the very start. a kind of life that one should live, and things they should strive for lest they be a failure as a man. none of that sounds like freedom
May 25, 2025 at 4:52 AM
another shot of the Retro Surface material I'm making to make using nice crunchy pixel textures look right in #unrealengine
May 25, 2025 at 6:21 AM
Using some UV tricks from Inigo Quilez's blog, I was able to get very convincing pixel textures but still using regular samplers - meaning you get to use shared samplers, anisotropic filtering, etc!
I also have some PBR inference from color textures worked in too. Textures by Makkon.
May 25, 2025 at 12:12 AM
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Honestly the only thing anyone needs to know at any age is that anyone who says they have the “answers” to anything I life is 100% full of shit
May 3, 2025 at 10:14 PM
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The problem with "you're wrong about" type podcasts is that eventually they get around to covering something you actually know quite a bit about and when they get major things wrong it bursts the illusion that the hosts know anything other than how to make a podcast.
March 16, 2025 at 8:05 PM
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Look at what a simple temp pivot + shift drag extrude can do in Unreal Engine now with Scythe (coming in the next version).
March 15, 2025 at 8:16 AM
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before I forget, here's some art I made in Quake
December 31, 2024 at 8:44 PM
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If we’re renaming bodies of water based on petty grievances, I propose that this be renamed the Kendrick Lamar passage.
February 12, 2025 at 10:06 AM
I'm that purple marine there. Much exciting new possibilities in multiplayer classic #Doom!
Network test success. Slowly lifting the GZDoom netcode curse. Ongoing behind the scenes netcode improvements, and improved it has. 6 players across the world, no connection troubles (OGs remember the struggle), SMOOTH prediction (feels like playing single player), no jitter/rubberbanding. #GZDoom
February 7, 2025 at 12:03 PM
Reposted by River Salmon
Network test success. Slowly lifting the GZDoom netcode curse. Ongoing behind the scenes netcode improvements, and improved it has. 6 players across the world, no connection troubles (OGs remember the struggle), SMOOTH prediction (feels like playing single player), no jitter/rubberbanding. #GZDoom
February 7, 2025 at 11:55 AM
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A friend of mine just pitched something to a studio and the executive said, “That’s great, but nobody is buying anything with a point of view right now.”
January 30, 2025 at 11:14 PM
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The only successful type of game going forward is the kind I make and like. All other types of game are doomed to fail because players don’t like those games, as demonstrated by the commercial failure of one specific example, Game X. Don’t be an idiot, be a clever person, like me.
January 31, 2025 at 8:37 AM
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doctor who should bring nikola tesla back so they can do the opposite of the ending of vincent and the doctor and bring him to the modern day and have him hate what his legacy is
January 26, 2025 at 8:26 AM
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my friends made an extremely cool Device
January 25, 2025 at 3:09 PM
I'm once again trying to find a good way to do anisotropic filtering without enabling bilinear filtering in the process in #unrealengine. I can do the uv trick I described in an earlier post, but that looks blurry when applied to these high contrast textures
January 24, 2025 at 6:15 AM