Flex

Flex

@flexrmn.bsky.social

3D & Tech Artist based in Stockholm. Anarcute β€’ kitiklop β€’ Toem 2 β€’ Toca Boca Always open for collabs and freelance 🌟 he/him

216 followers86 following28 posts

You’ll hardly find a more ludicrously talented artist. Hire Dziff!

Dziff@dziff.bsky.social

Some news! Turning a page and opening a new one 🌱 This summer, I left Nerial πŸ₯² Thanks to the whole team for all the cool projects, and kindness πŸ™ ✨~ So here I am, available again as a freelancer in art direction and game art, 2D/3D ~✨ You can check my work at www.dziff.com and my dms are open ~

Flex reposted

Your photography adventure is getting closer!! Snap up TOEM 2 starting September 29, 2026 on PC, Nintendo Switch 1 + 2, and PlayStation 5! Add it to your wishlist to get a reminder when it’s live: s.team/a/2900640/

Yesterday evening was pretty nice :)

A MAZE.@amazefest.bsky.social

Selected by all participants as the winner of the Audience Award out of all exhibited works! Congratulations to "Kitiklop" by Flex & Dorian (France)

Flex reposted

Hey hey #portfolioday I'm a game artist, art director and character designer! I love designing colorful creatures and characters, and doing a bit of everything on the projects I'm on! I'm available for freelance work this year~ lucieviatge.art

An old random experiment I'm very happy with: I wanted to make critters you cannot "interact" with as a player. So I made a simple script where the critters idle around a specific area, and if the player gets too close, they go to a hiding spot, and spawn back later if the player is away.

A surprisingly efficient way to give a lot of personality to each different critter is to add a bit of perlin noise to the movement. Makes it all feel very natural. Higher noise frequency -> more hectic Higher noise strength -> more erratic Here's a comparison of different settings:

Some old prototype: You're on an island with a handful of items that can interact with another. You interact by holding and waving items around with the wasd keys. It was meant to be a micro crafting/puzzle game with a tightly closed loop of objects. Very inspired by Minit's minimalism.

Wanted to make something simple on Game Maker, but things easily get out of hand even with a closed system like this. I find it hard to organize a clean library of game features and keep track of everything. I wonder how people do it on big projects ):

A simple script for knocking props: I needed objects to have wobble animations with a "soft" reset if another player knocks the same object. So it's just a looping "wobble" that can just vary in intensity. Knocking the object just increment the slowly decaying wobble strength.

The "animation" is just a set of sines on XYZ position, rotation and scale. You can honestly do pretty much everything you want with the right pivots. The sound is the cherry on top that ties everything together, kudos to the incredible sound people of Toca.

Hello! I'm FΓ©lix, I do 3D Art for games: Modelling, Shaders, Vfx, Animation but also a bit of code & design, you name it. I'm currently very much looking for new work so feel free to reach out! I worked at Toca Boca and previously on Anarcute and at Klondike. See you around πŸ‘‹βœ¨

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V axis is strength and U is an offset of the sine motion. Some examples of mappings for different fishes: For the 1st fish, you want the head of the fish to stay steady (uv 1,0) and the rest of the body to progressively lag behind until the tail which moves a lot (uv 0,1) Hope that makes sense πŸ™ˆ

Based on the fishes in ABZU, the animation is a set of sines motions and extrusions. It uses the UVs to preset an intensity and offset of the motion (see next post). It's surprisingly versatile and convincing! On top of being super cheap to make and run :)

Let's start with a pretty skybox :) This one I wanted to work like AC New Horizons, with big puffy clouds and many controls over light, wind, cloud coverage, etc... Notable tidbits below:

Best trick I learnt is: You can achieve the shaded side of the cloud by comparing the sun direction and the tangent of the skybox hemisphere, then using it to slightly offset a "shaded" copy of the clouds. Particularly visible here, with also a bit of fake cloud transparency :)

Let's start with a pretty skybox :) This one I wanted to work like AC New Horizons, with big puffy clouds and many controls over light, wind, cloud coverage, etc... Notable tidbits below:

The clouds are just a layered bubbly noise, mapped on a hemisphere with super stretched uvs (more visible at the end of the video). Does a great job of giving a sense of the clouds going over the horizon.

Hello πŸ‘‹ I'm back from the dead ✨ I'm no longer working at Toca Boca and am looking for work! If you are ever in need of a 3D artist and dev, feel free to reach out! In the meantime, I will start posting some cool 3D and code from the projects I have worked on over these many years.

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