Tristan Castle

Tristan Castle

@tristancastle.com

Technical Artist @ Realities Extended Lecturer @ The University of Adelaide Solo VR dev working out of Unity https://linktr.ee/tristancastle

47 followers169 following97 posts

Tristan Castle reposted

it feels odd that what's holding technology back from benefiting humanity at this moment, isn't really a technological problem, but a bureaucratic issue of incentive structures there's so much money being wasted on things that are either neutral or a net negative within tech now, it's weird

Getting back into reading has been a wonderful experience. For nearly a decade I've just listened to audiobooks thinking I didn't have the attention span to read. Now I'm realising how much it's helping me improve my attention span

Tristan Castle reposted

VR getting flooded with llm-coded mods is like watching a lovely neighborhood you dug get flood-replaced with Crumbl-cookies and other stripmall slop. I'm sure it'll keep lots of folks entertained, but all I see is the last vestiges of a market for true dedicated work drown.

Tristan Castle reposted

Google is auto-opting us into letting them not only save, but train AI on *any media* uploaded during *any* search interaction, including regular Search, Maps, Lens, Translate, Shopping, Flights, etc. Turn off "Search Services History", and delete *all your past data* (reason in thread below).

Tristan Castle reposted

Curtain Road, London EC2A Concrete slap and tactile paving footpath with manhole covers and brick road. #reference #materialreference

God it's been a while since I went from concept/reference through to a relatively finished simple scene. It's been really fun though. These shots are just coming out of the scene view in Unity 6.3 using URP.

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I was using the following reference image. I'm not entirely happy with how the paint looks but broadly I like the overall feel. I might go through and add more rubble and junk to the scene before I'll be completely satisfied with it.

Total time spent on it including finding the concept, modeling, UVs, textures, shaders, layout and setup, was probably 10-20 hours. Which now that I'm saying it out loud makes me feel rusty.

God it's been a while since I went from concept/reference through to a relatively finished simple scene. It's been really fun though. These shots are just coming out of the scene view in Unity 6.3 using URP.

The walls and floor are a custom height blending shader based off of one I made a while ago using vertex colours as the blend between material layers, this one has been changed to using a mask texture and UV layer as I wanted to get more resolution out of it without needing a lot more verticies.

The grates are extremely simple, especially material wise. Though I like the silhouettes they produce for the lighting. The doors have literally no purpose other than an interesting asymmetric feature for the length of the tunnel The exterior terrain was slapped together in about 10 minutes.

Tristan Castle reposted

Replying to @lpg.space

I feel like game devs are a unique combination of all of “doing some of the hardest software engineering”, “wild west cowboy bullshit”, and “hitting themselves in the head with hammers for no reason”

It's one thing to post AI "art" and act like it's special but, I absolutely despise the amount of clearly AI generated images on platforms like Art Station that are tagged as #NoAI #GameReady or put under various software used categories. Like this is clearly just AI gen images, this isn't real

Just to be clear, I don't like AI art in really any instance. Hell I find the use of AI for even coding to be iffy at best, but the act of trying to hide and portray the generated images as something more is reprehensible

I want to share something I am wildly proud of as someone who doesn't view themself as a programmer. After more than a year of trying to teach myself how to code and work on Enemy behaviors, I have successfully made a simplified system inspired by the Posts in the Uncharted GDC talk... 1/3

Currently I have five variables combined to determine the weighted value for each post. Does the post have a cover angle? Is the Target within Effective Range? Is the cover angle beyond minimum distance from other NPCs? Is the cover position within range of the NPC? And a random modifier 2/3

While nothing wildly complex, this opens the door to a far more interesting enemy in my eyes. Importantly though this system is also fairly optimal at this stage. A major optimization I made was containing all posts for the group as structs for far faster sorting. 3/3

Tristan Castle reposted

1/5 Seeing some tech/ai slop accounts online claiming that AI has always been used in games, pretending GenAi is a part of that, when its absolutely not. Yes, AI has always been a part of games in: NPC behaviors, Data Mining, PCG’s (Procedural Content Generation) etc All different from GenAi!

In all of the games you've played, what were the best non-boss enemies? What made them so memorable to you? For me, things like the manhack from Half Life 2 are oddly high despite their simplicity #gamedev #enemies #NPC

Not only do they functionally demonstrate what is good about the game, I.E., manipulating and destroying physics objects, but they also serve the purpose of showing the state of the world and the sort rule the combine choose to utilize. Abrupt and visceral violence to squash any sort of rebellion

The lack of good FPS games set in the Stargate Universe is shocking to me. Like the format of the show is a basic shooter design; mission brief, loading screen (wormhole), do objective, fight back to the gate. Add in some background plot and puzzles and it would be a great either sp or coop game

This is been hellish to learn how to do correctly (still figuring that out) but I'm starting to understand organic and "character" art more. As such, here is my first semi-successful attempt at custom sculpting, rigging, and animation. I welcome any and all advice

Rigs for reference, next step is to add in some custom shapes and actually look at the utility for bone collections as this rig is fairly simply. I want to add, I'm not overly happy with the animations themselves, more just happy to finally have completely one from conception to engine import

A question for my fellow professionals and academics in the game development space. How do y'all deal with burn out when working on personal projects outside of your paid work hours? I ask because I have been stuck in a rut for a few months now and I'm keen for any advice

Some time last year, after seeing the video "The Paracosm of Alan Wake" by @timmm.tv, I got interested in giving Alan Wake 1 a proper try. Which I'm incredibly glad I did. It has since become a favourite single player game of mine. The story is great but generally the design I really adored... 1/4

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I just finished Quantum Break, and much like Alan Wake I'm just obsessing over the choices they made in the design. From Visuals and Story to the Enemy design and Abilities. Visually I just love the fracture effects, even the ripple effects you see often are just beautiful... 3/4

Some time last year, after seeing the video "The Paracosm of Alan Wake" by @timmm.tv, I got interested in giving Alan Wake 1 a proper try. Which I'm incredibly glad I did. It has since become a favourite single player game of mine. The story is great but generally the design I really adored... 1/4

This then pushed me to want to try the real of the games Remedy have worked on, prior to this only really having played Max Payne. I almost jumped straight into Alan Wake 2 but instead I decided to play their main games in order of release, bringing me to now. Quantum Break... 2/4

My partner and I saw Mickey 17 last night and honestly I thought it was an excellent film. While I can somewhat see how some people have taken issues with parts of it, but personally I can't really see them as negatives

It pains me but I'm so opposed to Meta that the second the Valve Deckard is available I'll likely be ordering one to go back to one of their devices. While the Quest 3 was in many ways genuinely an upgrade over the Index, I'm not at all fond of their ecosystem and I want out of it