Synth Component
synthcomponent.itch.io
Synth Component
@synthcomponent.itch.io
Thirty – ⁿ years on Earth.
Gay-married
Metal artist (sculpture + music)
Game freak
Makes/breaks stuff; sometimes with fire
It's a big list of accounts that another user has put together. When you follow the subscribe to the pack you insta-follow everyone on it at that time. I forget who made the list of anime artists you were on. But it had like 150+ people in it
January 19, 2026 at 6:59 PM
A lot of the new changes really impact the visuals in surprising and almost anachronistic ways, despite things like rubber and latex production being parts of ancient precolombian life
January 18, 2026 at 3:22 PM
Steel, iron, and leather all rot in such spaces, amd since there's no real history of mass exodus or colonization in that particular part of my world's history, so there just needed to be an alternative tech tree timeline for the region.
January 18, 2026 at 3:22 PM
I'd second the starter packs recommendation. I'm pretty sure that's how I started following you.
January 17, 2026 at 10:57 PM
There's really nothing better than sauerkraut on a nice greasy burger. I'm not sure why it's not a commonality
October 29, 2025 at 3:11 PM
We tend to eat dinner before our date night plans just because of how short of travel our dollar goes these days, but we decided to get some really greasy burgers from a place around the corner of the micro theater. That place also sells hot dogs, so I asked if they could put sauerkraut on mine.
October 29, 2025 at 3:11 PM
The amount of times I've lost progress in a game like Fallout (pick any instalment) because I didn't expect there to be a tough fight or a heavily trapped section of the map, as opposed to any JRPG where as soon as I see a save point I'm popping it. Ya know?
October 28, 2025 at 9:33 PM
Game loop actions that could be forgotten much more often if the player has to menu dive. But by bundling those system as elements of the exploration game loop it becomes a lot more immediate.
October 28, 2025 at 9:33 PM
Hey, sorry for the wait. It's been a busy couple of days for me.
I think what I was getting at was that those systems tend to abstract (as in shortcut) what would otherwise be a menu interaction; saving the game; using a health item; consulting the game map.
October 28, 2025 at 9:33 PM
They're kind of mechanical/gui abstractions in my mind. I'm a little checked out at work atm, but I'd happy to explain what I'm thinking later today.
October 25, 2025 at 9:14 PM
I think out of everything that I've touched so far in c# I probably learned the most with this assembly; indexes; variable classes; where to use internal instead of private classes; how to iterate on switch statements/expressions until they're super clean and incredibly readable. Very fun stuff.
October 1, 2025 at 3:29 AM
Oh sick, do you remember where you got this godot theme? That's so much easier on the eyes than the default teal
September 19, 2025 at 3:53 PM
Oof, yeah. I think that can be chalked down to the needs of various game genres and their markets, and the available ways in which any given UX designer might choose to design for convenience or accessibility. Whatever falls through, falls through though. But this site is a big help. glhf!
Game UI Database
The ultimate tool for Game UI and Interface designers. Explore over 1,300 games and 55,000 UI screenshots. Browse and filter by category, animation, colour, material, layout, game genre, and more.
www.gameuidatabase.com
September 12, 2025 at 11:33 PM
I want next week to commit to just finishing the mesh for the protagonist of the first act. Having that complete allows me to start animating and looping in AnimationTree to the state machine. Then it's back to rough level design until I have a sizable enough first zone that I can export to blender
September 10, 2025 at 2:33 PM
experimented with CSG nodes to quickly mockup levels. I also wanted to code an extendable script for directional lighting so I can wrap light rotation and color to what time of the day it is and start looping in the sleep menu I designed months ago to finally do something
September 10, 2025 at 2:21 PM
it's all orthogonal movements of the joystick at the end of the day, ya know? Is it realistic? fuck no. BUT is it a quick little challenge that you can prepare for and then tackle quicker than the typical lockpicking mg? yeah. I think that sounds fun
September 5, 2025 at 5:47 PM
But think about this for a second: what stops a lockpicking mini-game from being realized as a shmup bullet hell?
September 5, 2025 at 4:59 PM