oTTeVerse

oTTeVerse

@otteumstudio.bsky.social

Build Your Digital Economy in The Metaverse Slovenia, EU

291 followers1.4K following438 posts

Camera-relative movement with Enhanced Input and everything is driven by Enhanced Input. The project is organized into Maps, System, Inputs and Player folders, with IA_Move, IA_Zoom and IMC_Gameplay in Inputs #UnrealEngine #UE5 #Blueprints #EnhancedInput #gamedev #indiedev

New prototype: top-down game foundation in UE5 ๐ŸŽฎ๐Ÿงฑ Clean top-down project and set up the core game framework before touching any art. Next up is pawn movement and rotation through the interface, then the first gameplay pieces. #UnrealEngine #UE5 #Blueprints #gamedev #indiedev #EnhancedInput

Mobile game dev: Arena from rocks, moss and PCG grass, running on Android ๐Ÿชจ๐ŸŒฑ๐Ÿ“ฑ Preview for Android Vulkan Mid. #UnrealEngine #UE5 #PCG #mobilegamedev #gamedev #Android

Mobile game dev: procedural forest with Substrate Spawned procedurally and previewed for Android VulkanMobile. A PCG graph (PCG_Blank_Env) runs Surface Sampler, it spawns SM_Bush_Bare_01, The vegetation material uses Substrate. #UnrealEngine #UE5 #PCG #Substrate #mobilegamedev #gamedev #Android

Mobile game dev, day 2: landscape materials ๐ŸŒฑ๐Ÿ“ฑ Today's goal was a landscape that looks good on a phone and still holds up on desktop. ๐Ÿงช I mixed the materials with Substrate Slab. #UnrealEngine #UE5 #Substrate #mobilegamedev #gamedev #Android

Getting ready for mobile game dev ๐Ÿ“ฑ๐ŸŽฎ After a week of cinematics by Bad Decisions Studio, I'm switching gears to see what Unreal Engine 5 can do on a phone. #UnrealEngine #UE5 #mobilegamedev #gamedev #indiedev #Android

The army is ready. โš”๏ธ๐Ÿš€ A Lambda T-4a shuttle, four TIE fighters, and a full stormtrooper formation now fill the hangar, all lit by fog and the glow of Earth through the window. Cinematics by Bad Decisions Studio. #UnrealEngine #UE5 #StarWars #gamedev #fanart #scifi

New view from the starship ๐ŸŒ I added an HDRI of our planet Earth, seen from low orbit with its glowing blue atmosphere and a sunrise breaking over the horizon. The corridor window got a new glass material too, M_MS_Glass_material. #UnrealEngine #UE5 #HDRI #gamedev #scifi

The Power of Post Process Volume: Lumen lit vs. Path Tracing โš”๏ธ Path Tracing gets grainy while the camera moves, but it pays off with softer reflections, gentler shadows, and smoother light bounce in the ribbed walls. #UnrealEngine #UE5 #Lumen #PathTracing #gamedev

Lights off, lights on. ๐Ÿ’ก Toggling the starship corridor between Unlit and Lit in Unreal Engine 5. Flat grey geometry on one side, glowing strip lights and deep shadows on the other. Lighting really is half the scene. Scene Decoration by Bad Decisions Studio #UnrealEngine #UE5 #gamedev

Scene Decoration ๐Ÿš€ Just finished the starship interior, lit with big emissive strips and small emissive lights. Scuffed metal walls, a glowing circuit pattern, and a wet floor that catches every reflection. #UnrealEngine #gamedev #scifi

Day 4: the Starship lights up. โšก Added an emissive circuit pattern to the walls, driven by a single color parameter in Unreal's Material Editor. One tweak and the corridor goes white, blue, yellow, or pitch black, in real time. Materials & Textures Advanced #UnrealEngine #gamedev #scifi

Day 3: opened the far wall to deep space, zoomed in on the crate details (vents, bolts, grip panels), and ran the floor through six materials, from wet concrete to scratched gloss to industrial grip plates. Lighting and 3D modeling by Bad Decisions Studio. #UnrealEngine #gamedev #scifi

Added ribbed walls in Unreal's Modeling Mode, checked the topology with PolyGroup Edit, then ran it through four finishes: battered metal, chipped paint, galvanized steel, polished concrete. Cinematics tutorial on Bad Decisions Studio. #UnrealEngine #gamedev #3Dmodeling

Playing with a real-time day/night cycle in Unreal Engine and swapping materials live: glossy black, brushed iron, raw rock, clean white. Lighting does half the storytelling. Tutorial Starwars_Final on Bad Decisions Studio. ๐ŸŒ— #UnrealEngine #gamedev #realtimerendering

Hundreds of loops in parallel. Unreal Engine 5.8 ๐Ÿก Cropout Casual RTS Sample Project packaged for windows. Studying in-game mechanics and game logic. #UnrealEngine5 #UE5 #gamedev #indiedev #devlog #citybuilder

My island town is starting to run itself in Unreal Engine 5.8 ๐ŸŒฝ Workers chop wood, corn fields go down from the Build menu, and miners head for the rocks. Cropout Casual RTS Sample Project. #UnrealEngine5 #UE5 #gamedev #indiedev #devlog #citybuilder

Voxelize the geometry into a single unified mesh and generate the island with Blueprints in Unreal Engine 5.8 ๐Ÿ๏ธ #UnrealEngine5 #UE5 #gamedev #indiedev #devlog #proceduralgeneration

Playtesting the Twin Stick mode in Unreal Engine 5.8 ๐Ÿ’ฅ Swarms of enemies, orb pickups, a score multiplier, and screen-clearing bombs. Two minutes of pure chaos. #UnrealEngine5 #UE5 #gamedev #indiedev #devlog #twinstick

The fire traps are Niagara now. A lightweight emitter plays a flipbook flame on each trap, and the hub has hanging particles. This clip is just the playtest. Unreal Engine 5.8. Adventure Designer Devlog #15 #UnrealEngine5 #UE5 #gamedev #indiedev #devlog #blueprints

Last time the level got background music. This time the character got footsteps that depend on the floor. Unreal Engine 5.8. Adventure Designer Devlog #14 #UnrealEngine5 #UE5 #gamedev #indiedev #devlog #blueprints

The level has background music now. A MetaSound picks notes from a scale and plays them with two detuned sines. It stays the same volume no matter where you walk. Unreal Engine 5.8. Adventure Designer Devlog #13 #UnrealEngine5 #UE5 #gamedev #indiedev #devlog #blueprints

The fire traps have a sound now. Last episode Room 1 was full of fog. I made a Sound Cue, SC_FireTrap, with a Wave Player on S_Fire and looping turned on. Unreal Engine 5.8. Adventure Designer Devlog #12 #UnrealEngine5 #UE5 #gamedev #indiedev #devlog #blueprints

Adventure Designer Devlog in Unreal Engine 5.8. Enemies, sprint, and the first level, then an Art Pass through lighting, materials, a water ball, post process, a red damage vignette, and orange fog in Room 1. www.youtube.com/playlist?lis... #UnrealEngine5 #UE5 #gamedev #indiedev #devlog

youtube.comAdventure Designer Devlog - YouTubeDevelopment of Adventure Game, a first-person puzzle adventure game in Unreal Engine 5.8. Prototypes, new mechanics and progress updates, from greybox to fin...

Room 1 is full of fog. I added a second fog layer in the pits and a storm look on the clouds. The lightning is in nightmare mode. I added a second Exponential Height Fog layer. Unreal Engine 5.8. Adventure Designer Devlog #11 #UnrealEngine5 #UE5 #gamedev #indiedev #devlog #lumen

Post Process Materials in Unreal Engine 5.8 (Art Pass Part 5) Last episode Room 3 goes nigthmare mode. This time damage shows up on the camera. The screen goes red when you get hit. Unreal Engine 5.8. Adventure Designer Devlog #10 #UnrealEngine5 #UE5 #gamedev #indiedev #devlog #blueprints

Walk into Room 3 and the room goes dark. A bound post process volume handles the exposure, bloom, and color grade. Step out of nightmare and the daylight returns. Unreal Engine 5.8. Adventure Designer Devlog #9 #UnrealEngine5 #UE5 #gamedev #indiedev #devlog #lumen

Adventure Designer Devlog. From the Blockout to the Art Pass. Enemies, sprint, a finished level, a cube spawner, then lighting, materials, and a water ball in Room 3. All in Unreal Engine 5.8. #UnrealEngine5 #UE5 #gamedev #indiedev #devlog #blueprints www.youtube.com/playlist?lis...

youtube.comAdventure Designer Devlog - YouTubeDevelopment of Adventure Game, a first-person puzzle adventure game in Unreal Engine 5.8. Prototypes, new mechanics and progress updates, from greybox to fin...

Room 3 has a water ball now. The floor is world-aligned stone, and the ball is supposed to soak it while you push it around. Glowing signs, darker room, Unreal Engine 5.8. Adventure Designer Devlog #8 #UnrealEngine5 #UE5 #gamedev #indiedev #devlog #blueprints

The floor finally looks real. The piles of stone are impressive. One parent material, two instances: a floor and a pile of loose slabs. Art pass, part 2, in Unreal Engine 5.8. Adventure Designer Devlog #7 #UE5 #gamedev #indiedev

The gameplay is done, so now it's time to make it look like a game ๐Ÿ’ก I added spot lights, volumetric fog, glowing spike pits, coloured door lights and emissive columns in Unreal Engine 5.8. Adventure Artist Devlog #6 ๐Ÿ‘‡ #UE5 #gamedev #indiedev

I'm building a first-person puzzle adventure game in Unreal Engine 5.8, one feature at a time ๐ŸŽฎ So far it has enemies, you can sprint, it has keys, jump pads and a win screen. The whole Adventure Designer Devlog series is here ๐Ÿ‘‡ www.youtube.com/playlist?lis... #UE5 #gamedev #indiedev

youtube.comAdventure Designer Devlog - YouTubeDevelopment of Adventure Game, a first-person puzzle adventure game in Unreal Engine 5.8. Prototypes, new mechanics and progress updates, from greybox to fin...

Anduril.com Industries is actively using Rust in its development, particularly in creating autonomous systems for defense technology. The company is hiring for positions that require proficiency in Rust, indicating its importance in their engineering practices.

anduril.comTransforming U.S. Defense Capabilities with Advanced Technology | AndurilAnduril Industries builds advanced autonomous systems and defense technology to protect US and allied forces. Creating the future of national security through AI, robotics, and cutting-edge engineerin...

Aleph-Alpha.com is a German AI startup that is using Rust to build its API and infrastructure. They are focused on creating a sovereign, European AI tech stack and have implemented Rust to process large datasets efficiently.

Svix.com is built with Rust, providing a robust and secure platform for webhooks. It offers enterprise-grade webhook infrastructure, making it easy for API providers to send reliable webhooks with comprehensive management and security features.

svix.comWebhooks as a Service โ€“ Secure and Enterprise Ready ยท SvixSvix is the enterprise ready webhook service. Build a state of the art webhook platform in minutes with our hosted webhook SaaS or our open source project. Don't reinvent the wheel, use webhooks as a ...

matter-labs.io is using Rust. Matter Labs is actively using Rust in its development, particularly in the matter-rs library, which is an experimental Rust implementation of the Matter protocol.

helix-editor.com Helix Editor is a modern terminal-based text editor written in Rust, inspired by Kakoune and Neovim. It offers a modal editing model, allowing for a more intuitive and efficient coding experience.