Myk

Myk

@nikout13.online

• 🎮 Indie Game Dev #ProjectVerocity • 💼 Tech Director @ Voodoo • 🌐 https://nikout13.online <- Portfolio • 🛠️ Unreal Engine, C++, Blender, fuck genAI. • 💼 3D generalist, tech artist & designer, animator, programmer. • 🍁 Ontario

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A more detailed blog post is available on my website! nikout13.online/blog/describ...

nikout13.onlineDescribe the shot, don't animate it, the oldschool way!How the dialogue scenes in Verocity run on Flow Graph, why the camera builds itself, and the little preview actor that lets a designer pick angles without pressing Play.
Myk@nikout13.online

Our dialogue scenes in Verocity are not animated. They are described. One node per line: who speaks, the text, the camera shot, the light rig. That is the whole authoring job. A short thread on why Flow Graph carries all of it. A thread into our scope 🧵

Playing with Chaos Cloth testing for the social attire, really liking the effect but I am still exploring options like control rig dynamics for this specific use case. #ProjectVerocity #UE5 #IndieDev

Experimenting with armor shapes before doing any art, currently the upper body is of light armor class set, while legs are more for medium class. Might come up with more ideas as I go.

Myk reposted

Mass Effect was my ultimate white whale, my all-time dream project. For the last couple years I'd been in discussion w/ BioWare & EA to take on the project & as part of that I wrote close to 20 minutes of music to explore where the franchise can go next, may as well share it!

New character creation process for players. New Kroen model finally landed for the character base. New customization options, and rig pass. New digigrade control rig on top of humanoid animation layer. Textures are still in progress. #ProjectVerocity #UE5 #IndieDev

47k triangles for the entire kit following Mannequin archetype, and adding extra for hocks etc at retargeter's time. Last week was pain with retopology workflow, but QuadRemesher came to clutch on hands and elbows when I had to redo the shapes and how "modularly" everything works by design.

Myk reposted

Nic is a friend and a damn good artist - check out his work!

Nic Boone@nicboone.bsky.social

this could end up being a very bad month for me. if you need an artist on your project or team, however small, keep me in mind.

Myk reposted

What I think is important is to continue caring about the things you love despite anything. The storm will pass. The chaff will be blown away. Good work will continue standing.

This is stabbing my heart quite a lot. Absolute best creators who have shaped my childhood and still make me remember and come back to their games years later, always good memories. Really wish it didn't happen.

RPG Site@rpgsite.net

EA is shutting down BioWare. The next Mass Effect has been canceled: https://www.rpgsite.net/news/21611-bioware-shutting-down-ea-job-cuts-mass-effect-canceled

To anyone reaching out to me on Discord, my account was suspended due to a hack that happened last week through my PC. I am waiting for discord to resolve this issue, but in the mean time, please reach out to me here for contacts if you need me for anything else related.

Clicked a link from a friend account that sounded and looked too legit. I was stupid.

Myk reposted

I saw this video on Reddit of DuneCrawl, which uses my Asset Forge for sketching. I love it, in fact, I loved seeing this so much that it gave me a lot of inspiration. Big plans for Asset Forge, hopefully will already be able to share soon. redd.it/1x2fy0r

Would anyone be interested in livestreams of playtests?

Myk@nikout13.online

Early prototype of akimbos while playtesting mission seeds. Still a lot of work left, but didn't fire solely because there is loudness that can attract enemies to you, hehe. Shorter posts, but that's just a sneak peek. #ProjectVerocity #UE5 #IndieDev

Using your surroundings to your advantage will make you nimble in slippery situations. Once blackout stops... God, I can't really describe how well it feels with the way how cave comes alive again as I was approaching a POI to loot. #ProjectVerocity #UE5 #IndieDev

Early prototype of akimbos while playtesting mission seeds. Still a lot of work left, but didn't fire solely because there is loudness that can attract enemies to you, hehe. Shorter posts, but that's just a sneak peek. #ProjectVerocity #UE5 #IndieDev

Successful PCG pass, with some pre-viz bioluminescent look. Plenty of work to do, but ready for playtests. Just in time for Halloween to present one of the first biohazards that will spice some things up 👀 #ProjectVerocity #UE5 #IndieDev

The expeditions will never be the same. All conditions are favoured by seeds that will be tested thoroughly before they get added to the list of approved, non buggy designs. Some pitfalls here and there on very few generations after dozens of descents.

Myk reposted

I'm making a #blender add-on that lets you sculpt directly onto low poly models via the manipulation of object space surface normals under the hood

If anybody remembers Brute Force on XBOX, I really loved their on-the-spot character switch through missions. It took a long while to refine the architecture for this to work, but we now have the ability to tell our characters in players' roster to take the lead. #ProjectVerocity #IndieDev #UE5

Myk reposted

so, i hate to do this, but i lost my backup server and a hard drive to the wind and i can't absorb the cost, so i need to ask for help. luckily, this isn't life or death, but this is an unexpected cost i can't tank alone. please consider donating if you're able gofund.me/b0ba2e0ec

gofund.meDonate to Support Drac’s Data Recovery and Server Replacement, organized by Drac SorensenHi! My name is Drac, I'm a trans queer disabled artist, programmer… Drac Sorensen needs your support for Support Drac’s Data Recovery and Server Replacement

There are way more tricks that you can do with FlowGraph that can communicate with your subsystems in ways you want them to. Considering that the FlowGraph is also NetworkMode aware, you can use it to also organize your UI, music control etc. More on that in the future👀

Our dialogue scenes in Verocity are not animated. They are described. One node per line: who speaks, the text, the camera shot, the light rig. That is the whole authoring job. A short thread on why Flow Graph carries all of it. A thread into our scope 🧵

View full thread

Why Flow Graph and not a custom tool: it is free, it is a graph designers already know, and a new node type is a small C++ class. The camera and lighting setup live in the node, so every future scene inherits them for nothing. Alternatively, this can be switched to shared sets.

If you build story scenes in Unreal and dread the camera work, try this shape: describe the shot, do not animate it. Happy to go deeper on the light rig or the preview tool if anyone wants it. #UnrealEngine #GameDev github.com/MothCocoon/F... Thank you @mothdoctor.bsky.social !

github.comGitHub - MothCocoon/FlowGraph: Design-agnostic node system for scripting game’s flow in Unreal EngineDesign-agnostic node system for scripting game’s flow in Unreal Engine - MothCocoon/FlowGraph

Our dialogue scenes in Verocity are not animated. They are described. One node per line: who speaks, the text, the camera shot, the light rig. That is the whole authoring job. A short thread on why Flow Graph carries all of it. A thread into our scope 🧵

View full thread

Branching stays readable. A choice is a node with four options. An outcome is a node. The ending is a node. A writer follows the whole conversation left to right without opening a spreadsheet.

This flow is designed for one specific character with one specific context the NPC is narratively focused on. We can make as many types of flow dialogues as we like to leave room for more and save time for less.

Our dialogue scenes in Verocity are not animated. They are described. One node per line: who speaks, the text, the camera shot, the light rig. That is the whole authoring job. A short thread on why Flow Graph carries all of it. A thread into our scope 🧵

View full thread

Lighting is a reusable asset: key, fill, rim. Key and fill ride with the camera, the rim sits behind the subject. On a reverse angle the rig mirrors itself, so a face stays lit the same across the cut. "Make him look menacing" is one asset, dropped on any line.

Designers see it before pressing Play. A preview actor takes two stand-in characters, a shot and a rig. Hit Refresh and the editor camera shows exactly the player's view, because it runs the same code as the game. Nudge, pick another angle, refresh.

Our dialogue scenes in Verocity are not animated. They are described. One node per line: who speaks, the text, the camera shot, the light rig. That is the whole authoring job. A short thread on why Flow Graph carries all of it. A thread into our scope 🧵

The camera is computed, not statically placed. A node says "over the listener's shoulder". At runtime the game finds both characters' heads and builds that shot where they stand. The same node works in a corridor, a hangar or a cave.

As a Lighting Artist from the beginning of the career, it has become far more important for the light to be adaptable, and executable within the gameplay scripting sphere, without Sequencer-only binding process that can make the game feel less like a game.

Just been recovering from something that ended badly, and it's been slower and heavier than I expected. Distracting myself with work and #ProjectVerocity has been keeping me on track frankly. If I've gone quiet on someone lately, no hard feelings, I reassure you I will get back.

Stepped away from a lot of spaces this morning. Nothing to do with anyone here, I've been dealing with some personal stuff and needed the quiet. I'll be around when I've got more to give.

Uploaded the listing to Jinxxy.com No longer uploading content to Gumroad for anything VRChat related. Grab it here: jinxxy.com/nikout13/QYWtl

jinxxy.com[VRCHAT] Deus Specs (Nardo/Viwi/Nova/Gouga) w/ VRCFury by nikout13 on JinxxyCheck out nikout13's products on Jinxxy!
Myk@nikout13.online

My first VRChat asset has finally landed on Gumroad!! Very excited to see what others think as I have enjoyed the process of research and execution. Introducing DEUS SPECS. Get your cyberpunk itch satisfied for up to 4 bases, and with synced shapekeys! nikout13.gumroad.com/l/deusspecs

Myk reposted

You deserved so much better. Vivi being sidelined in the project is unacceptable. Still yet to see any accountability or apology from the others for the ordeal. But please ya'll, check out Vivi's other works they have and support them where you can: jinxxy.com/ViviFae

jinxxy.comVivi Fae (/ViviFae) on JinxxyViviFae's digital storefront on Jinxxy – a marketplace for avatars and VR assets.
Vivi@vivifae.bsky.social

I can't help but feel sad and defeated when seeing the Druffle. Every time I see them is a reminder of how I was taken advantage of, how others get credited for my work and passion while I get a foot note. I so direly want to not feel this way, i want to enjoy what I helped create, but I can't.

Throwback to my old setup. Never have I ever been observed so closely when I was invested in my Old World Blues playthrough.

Now, I gotta focus on a vertical slice showcase. There won't be tiny showcases as thats mostly content work, tons of playtests and general refinements to close the gap on open valves. I'd love to show more, but it deserves a much more meaningful delivery than a clip.

Improvements to dialogues and general typewriter feel. Since I am more than willing to include voice acting, there is some content where you just don't actually need it (like Yakuza with side quests), so keeping big guns for bigger things is the right way to say what I am planning.