Martin Vestergaard Madsen
subtilicus.bsky.social
Martin Vestergaard Madsen
@subtilicus.bsky.social
Technical Art Director, Stealth Mode
23 years in games.
Dane, living in Sweden.

Formerly
Unity Technologies : FPS Sample, Megacity & DOTS.

Io Interactive: Lead Artist and Tech. Art Director on Hitman & the Glacier Engine.
Reposted by Martin Vestergaard Madsen
new family of cellular automata! this is literally the first time i've ever seen them running. they look lively.

i'm using count of ortho neighbors as 1 axis and count of diagonal neighbors as the second axis. rule lookup is 5x5.
January 28, 2025 at 8:41 PM
Reposted by Martin Vestergaard Madsen
For the love of our eyeballs, do not align your ember particles to velocity!

Don’t give them that comet texture either, ugh.

Let’s make
✨physically based flying embers✨

A Unity vfx graph implementation and explanation below. 🧵
January 27, 2025 at 12:07 PM
Very neat novel dithering approach by former colleague Rune Skovbo, I’m sure it will find cool uses beyond simple shape shading.

youtu.be/HPqGaIMVuLs
Surface-Stable Fractal Dithering
YouTube video by runevision
youtu.be
January 26, 2025 at 10:53 PM
Reposted by Martin Vestergaard Madsen
bring me more C̷̯͙̥̹̞̗̋͊̋̋̔̋͜ͅȖ̴̢̪̞̲̮͇̓̏̽B̵̡̢͕̙̳͙͓͍̣̝̅Ę̶̱̰̯̰͕͌͂̐̒Ş̵̪̹͍̲̜̜̫̣̹͌̒
#gameart #gamedev
September 12, 2024 at 10:46 PM
Reposted by Martin Vestergaard Madsen
📢 EEEP!!! MYTHWRECKED is OUT NOW

After *3 years* my next indie game (following Röki) is OUT NOW on Steam, Xbox and Nintendo Switch...

🏝️ Explore a secret island
⚡️ Meet the gods of legend
🔎 Uncover the truth, behind the myth
December 5, 2024 at 3:01 PM
The Graphics Programming Conference released a bunch of great talks on Youtube yesterday. Really enjoying the Tiny Glades talk! 🤩

www.youtube.com/@GraphicsPro...
December 5, 2024 at 8:26 AM
Reposted by Martin Vestergaard Madsen
Excellent talk by @frguthmann.bsky.social on GPU Occupancy.

youtu.be/sHFb5Xfwl9M?...
Occupancy Explained Through the AMD RDNA™ Architecture
YouTube video by Graphics Programming Conference
youtu.be
December 4, 2024 at 1:16 PM
Reposted by Martin Vestergaard Madsen
Assetpack WIP:
December 4, 2024 at 3:57 PM
Reposted by Martin Vestergaard Madsen
What's up? Rolling ball, ThAt'S wHat'S uP!
December 4, 2024 at 9:28 AM
Reposted by Martin Vestergaard Madsen
Testing the new collision's features in VFX Graph, I made this cheap Katamary sample. Meshes are GPU particles, that stick and orient to the sphere. The Collider radius is driven by the sticky particle count stored in a tiny buffer. Thanks @shadi3st.bsky.social for the help on particle's orient.😁
November 25, 2024 at 5:17 PM