Jonas @Voronoi Studios 🇨🇭
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voronoi-studios.bsky.social
Jonas @Voronoi Studios 🇨🇭
@voronoi-studios.bsky.social
Engineer by day and #indiedev by night.
Also proud father of 2, and love to help out.
Freelance Website: voronoi.ch
Discord: https://discord.gg/r6VsYYFshk
Based in the heart of Switzerland.
Love what @andremc.bsky.social did there! I just cant help and wonder what I could do, to add the same feel and satisfaction to the moments when my players discover a new acient structure on the 3D sonar. The game is suposed to be as diagetic as possible so any flashy stuff would feel wired, not?
November 5, 2025 at 1:41 PM
I’m working on a newspaper-style transition screen. Any fun ideas for what it could feature besides the expedition?

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November 5, 2025 at 6:29 AM
I refined the interaction UI a bit;
this early 20th-century submarine, built to discover the secrets beneath the North Pole, has lots of gauges.
Do you think the texts will help to see what each gauge is for?

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October 28, 2025 at 9:51 PM
You can now easily add you own custom vinyl records to my arctic exploration game...
Have I gone too far?! 👀
I guess its up to you ¯\_(ツ)_/¯

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October 27, 2025 at 3:52 PM
Spend some time on the Drop-Stack Record Player today, no animations yet, but I already love it ❤️. Assembling playlists physically is just such a vibe!

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October 26, 2025 at 6:32 AM
Don't mind me, just listening to a🍅tomato song and ✏️drawing my submarine, so I can put the sketches in to my journal later on.

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October 14, 2025 at 8:43 PM
Just a small update for tonights progress; spend the time modeling and fine tuning the HTP (Hight Test Peroxide) recievers. Can you guess what they might be used for in the submarine? 🤔

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October 10, 2025 at 11:07 PM
Working hard on setting up all the many gauges, adding labels (with localization) and hoocking them up to display the correct values.
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October 7, 2025 at 5:25 AM
A or B? Context:
Its an exploration game, where you can slip in the role of an early 20th century explorer, going on daring expeditions, searching the arctic ocean for a lost city. During thst you make journals to found your next expedition.
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October 2, 2025 at 4:40 PM
The Compass will be one of your most important tools, trying to reach the north pole, so happy how it turned out!
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September 14, 2025 at 8:17 AM
You inspired me to try something with Kamchi myself and man is it tasty. You orobably gonna laugh at what I replaced the tofu with, but it was going bad and needed to use it.
September 4, 2025 at 10:21 AM
Ha ha know it all to well
September 2, 2025 at 8:48 AM
Controll-Room for my early 20th century arctic exploration game is coming along nicely ☺️
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September 2, 2025 at 7:10 AM
Just a quick update, I'm still finishing up the model for Submarine1, but would say it is now 70% complete. Here are once again some wip pictures:
P.S. submitted the steam page for review, cant wait to share! 👀
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August 23, 2025 at 8:25 PM
Just slowly, working through all the things that need modeling. Also did a big refactor of a core system today, which finally clears some roadblocks I had.
In the mean time, here are some WIP pictures for you:

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August 4, 2025 at 9:20 AM
Vintage Submarine diesel engine and generator go brrr

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July 24, 2025 at 5:55 AM
Some more pictures from my pre process in Blender, encoding stuff on to the vertex so I can then use that info in #Unity

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July 15, 2025 at 5:30 AM
I have been playing around with procedural edge wear lately, as its a big part of the visual identity for Project North. Will post a System breakdown when it its fully finished but man was this a pain 🥲

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July 15, 2025 at 5:30 AM
Update Time👏:
I've completed all the planning documents some time ago and just recently the MVP as well. So, I'm now working on the first demo for this game!
In the meantime, take these WIP shots of Submarine1:

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June 23, 2025 at 8:55 PM
I’ve finished my game planning and MVP from the #IndieExpedition and now I’m starting to build the Demo.
I’m giving it my all to release this game (or at least the demo) this year!

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June 10, 2025 at 10:37 AM
🧵4/4 System breakdown: Sonar VFX
For the full Sonar effect i then also needed to do some rotation by 90°(coordinate transformation). The whole messy bit at the bottom is then for the visuals like distance fade.
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May 2, 2025 at 3:20 PM
🧵3/4 System breakdown: Sonar VFX (Simplified)
I now use the output from the sub effect graph to displace every point. Also if a point is at its max distance I hide it as it did not "hit" anything on its way.

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May 2, 2025 at 3:20 PM
🧵2/4 System breakdown: Texture2D To Depth Particles
A sub effect graph is used to convert get the brightness of each pixel in to a distance. Additionally I figure out the direction corresponding to its position.

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May 2, 2025 at 3:20 PM
🧵1/4 System breakdown: Sonar
By using 5 cameras that all have an FOV of 90° pointed in to each direction (except backwards), we can generate render textures that capture the brightness (and color).

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May 2, 2025 at 3:20 PM
🧵Bonus 4/3, System breakdown: Sketch Shader
The shader for the sketch camera was based of this (youtu.be/VGEz8oKyMpY) very helpful video by @danielilett.bsky.social. I mainly added some shading and textures to it.
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March 23, 2025 at 9:47 PM