Shaun Richardson
srichardson3d.bsky.social
Shaun Richardson
@srichardson3d.bsky.social
3D artist, Blender mostly, and I've recently begun dabbling in making a game in Unreal.
I can't believe I never posted this here! My 6 years at #ReelFX was a blast. Met lots of cool people and got to work on some really fun projects (including a couple that aren't out yet). Here's hoping wherever I find work next is even half as great. #Animation
April 24, 2025 at 5:03 PM
Got far enough with the rig that I can start to run tests. Lots of stuff popping up that I need to fix, but that's what the tests are for. I probably shouldn't have given her a full cinematic rig, but f*ck it, we're going ham. Now I need to get good at animating 😵‍💫 #UnrealEngine #GameDev
April 21, 2025 at 9:29 PM
She's not done, but I think I'm going to pause with textures here until she's rigged and moving and her topology is verified to work. #GameDev #Furry #UnrealEngine
April 5, 2025 at 10:44 PM
Good news! It's been a few years, but I still remember how to use Marvelous Designer to make clothes! Her model still needs some topology work, and I want to add details to the clothes and improve the general fit before I export everything, but I think it's going to look nice in context #GameDev
March 31, 2025 at 11:12 PM
3-minute videos now, you say? Then check out the (very early) greyboxing of the Ice Cavern demo level I've been working on. It's still really empty and needs a few more rooms, but I can see something good in among the roughness. Also started messing with Chaos destruction in #UnrealEngine #GameDev
March 21, 2025 at 10:54 PM
I'm trying to build my way toward making a test dungeon, so I added a couple new abilities: the Earth cantrip Shatter (effectively a bomb); and the first Utility spell, Mystik Step (short dash/teleport). The destructable wall is just an animated mesh, but it works for now. #GameDev #UnrealEngine
March 18, 2025 at 9:52 PM
I added new abilities for the Fluorite gem; Mystik Missle and Missle Barrage! Small homing projectiles that only do a little damage but work against petty much everything, as well as trigger certain objects. #GameDev #UnrealEngine
March 17, 2025 at 10:27 PM
I replaced the generic blob with something a little more thematic, CuiCui (the sound a mouse makes in French). I also got the light-the-torches-to-open-door thing working, and started tinkering with making some modular set pieces (ignore the mismatched textile density for now 😅) #GameDev #ue5
March 16, 2025 at 9:09 PM
Better. Closer. Warmer. #GameDev #ue5
March 14, 2025 at 1:36 AM
There's now a charge attack to compliment the tap action of the cantrip. Charging longer makes a bigger boom, but charging for too long Overcharges the spell. Still needs an explosion fx. Also found an unintended but hilarious effect of using the enemy Behavior Tree on the blade trap. #GameDev
March 12, 2025 at 10:31 PM
I made a better Fire Cantrip effect! It even does damage and applies Burn now. I also made a quick LoZ-style Blade Trap enemy, cause why not? #GameDev #ue5
March 10, 2025 at 8:38 PM
Update: the staff head changes to the active gem, including a point light for emphasis; attacks include knockback; figured out how to bake the Niagara fluid fire effect into a Sparse Volume Texture, making it actually work in-game without killing my computer; and the pickup system works! #GameDev
March 7, 2025 at 11:10 PM
After some struggling with Visual Studio and C++, I finally got #ue5 's Gameplay system working. The Player and the Enemies all have health, attacks that can apply damage, can be damaged using Gameplay Effects, and can die. A few more systems and I'll have to go back and make proper assets.
March 5, 2025 at 10:58 PM
#GsmeDev update after a couple days: I got the camera working more or less how I want; there's a basic UI now, including a selection wheel; and I whipped up a basic Enemy Blob that can wander and give chase
March 3, 2025 at 11:07 PM
Played around with #ue5 's Gameplay Ability System, Gameplay Tags, and Niagara Systems today. I managed to get the fire cantrip working. Tomorrow I'll need to dig more into Blueprint interfaces so I can properly apply status effects. #GameDev
February 27, 2025 at 11:33 PM
Found a tutorial for using Paralax Occlusion Mapping to create gem materials in #UE5 and put it to use making some elemental stones for a game I may or may not have started working on #GameDev (ignore the obvious uv seams pls 🥲 this is all temporary)
February 27, 2025 at 12:10 AM