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Artyom

@ahck.bsky.social
409 followers 1.8K following 28 posts

Senior programmer at Brace Yourself Games. Making UIs and systems on Phantom Brigade. Worn a lot of hats over the past decade ranging from tech art, gameplay programming and tool dev to UI, VFX and env. art. Vancouver, Canada. He/Him 🌐 art-z.dev

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Reposted by Artyom
Brace Yourself Games @braceyourselfgames.com · 25/06/2026
NEW UPDATE AVAILABLE NOW 🤖 Hey Brigadiers! We're excited to bring you more missions, new maps, and more ways to play Phantom Brigade, including... FULL CONTROLLER SUPPORT! Read more here: store.steampowered.com/news/app/553...
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Brace Yourself Games @braceyourselfgames.com · 19/11/2025
Gear up, Brigadiers! The time has come to experience a completely reimagined Phantom Brigade. Our 2.0 update is live and it includes fully realized pilots, new quests, and more 🤖 store.steampowered.com/app/553540/P... 🎁 Share this post, tag a friend & follow us for a chance to win a key!
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Artyom @ahck.bsky.social · 28/02/2025
More tests with my SDF widgets. The entire setup is one component type repeated with different settings. "Out of focus" bits are shapes with rounding and outer glow matched to base color (so outer glow can be used as pseudo-blur). Super happy with the setup, can't wait to make some UIs with this!
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Artyom @ahck.bsky.social · 28/02/2025
Tried a quick project implementing SDF based vector widgets into our fork of NGUI (got really tired of making raster sprites with baked shadows, corners and other bits). Super fun! Huge thanks to @iquilezles.bsky.social, his articles and samples are an absolute wealth of info on this subject!
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ari velazquez 🌯 @ari.velazquez.fyi · 12/02/2025
hire sarah for fuck's sake, have you SEEN the UI in pacific drive? don't you want good UI in your game????
gameuidatabase.com
Game UI Database - Pacific Drive
The ultimate interface reference Tool for game designers. Explore over 1,300 games, and 55,000 UI screenshots and videos, and filter by screen category, animation, colour, material, layout, texture, ...
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Brace Yourself Games @braceyourselfgames.com · 05/02/2025
Get ready to FACE THE MUSIC 💀🎶 Rift of the NecroDancer, the rhythm game where the music fights back, is OUT NOW on Steam. 🎧 30+ original songs ✨ Packed with cool extras and features ⚙️ Custom music & workshop support Get 10% off until Feb 11: store.steampowered.com/app/2073250/...
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Artyom @ahck.bsky.social · 26/12/2024
Can't stop taking screenshots in STALKER 2. I'm repeating myself but the environment work is just stunning, with an absolute wealth of faithfully replicated architecture and incredible attention to detail. Every tuft of moss, brick and mosaic tile has been given so much love. Hats off to the devs!
A screenshot from STALKER 2 videogame. An overgrown rooftop of the apartment building with a concrete structure in the middle. CNPP is visible through the fog in the background.A screenshot from STALKER 2 videogame. An overgrown city square with a leaning tree in the foreground. A large apartment building reflects the sun in the distance.A screenshot from STALKER 2 videogame. Corner of the Prometheus theater with a large relief mosaic in the foreground. The building takes up most of the shot, with tiled walls disappearing into the greenery on the sides.A screenshot from STALKER 2 videogame. A shot from a dark interior with bright sunlight streaming in, with a large doorway framed with brick and tile sitting in the middle of the frame. The doorway is surrounded by a large broken window. An overgrown patio is seen in the background.
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oldmanofthefire @oldmanofthefire.bsky.social · 10/12/2024
Hey friends, I just lost my job—I’m looking for new work! See a thread of work below 🧵, or visit oldmanofthefire.com I’m an artist and programmer. As an art director I’ve lead art teams on projects for Netflix, Apple, Sony, and more. If you’d be so kind, please share this to get the word out!
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Artyom @ahck.bsky.social · 03/12/2024
Also, as a train nerd, STALKER 2 is heaven. All the bits and switches are recreated with incredible attention to detail; the tracks have perfect proportions; lots of train cars and locomotives are modeled with interiors etc. There are even unique SFX for footsteps over the wooden ties! 🔥🚂🔥
A screenshot from STALKER 2 videogame. A old train track switch with wooden ties is in the foreground. The ground is covered in dense grass. A few train cars and station buildings are seen in the distance.A screenshot from STALKER 2 videogame. Two railroad tracks with concrete ties converge into the distance. A rusty ChME3 locomotive is seen in the foreground, surrounded by tall grass. Catenary wires hang overhead.A screenshot from STALKER 2 videogame. Two railroad tracks with wooden ties diverge in the shot. Metal cargo box cars are seen on the right along with an old excavator. A semaphore sits on the ground in the foreground.A screenshot from STALKER 2 videogame. A large railroad switch with concrete ties splitting the track into two occupies most of the shot. The two tracks enter a round concrete tunnel in the distance.
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Artyom @ahck.bsky.social · 03/12/2024
STALKER 2 is a total masterclass in atmosphere & environment art. I'm stopping every minute to take screenshots, every location is positively stunning, especially with the beautiful skies & bounced light. There's a staggering number of unique props, interesting buildings, biomes and cool vistas.
A screenshot from STALKER 2 videogame. Weathered railroad crossing with catenary wire seen overhead. A rusted van is seen to the right, with 
a forest in the background.A screenshot from STALKER 2 videogame. Two railroad tracks converge in into the distance. A concrete bridge crosses over the tracks, connecting the two overgrown slopes on either side.A screenshot from STALKER 2 videogame. An eerie red sky dimly illuminates a half-dome concrete tunnel.A screenshot from STALKER 2 videogame. An overgrown brick building with a slanted roof is seen in the foreground, flanked by trees and metal structures.
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Ian Hamilton @ianhamilton.bsky.social · 29/11/2024
A thread on colourblindness & #gamedev - If your approach to colourblindness is full screen filters, you're *doing it wrong*, and causing more problems that you're solving. If you see a game that has filters, they're doing it wrong. If you see a game that has a 'strength' slider - don't copy it.
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Artyom @ahck.bsky.social · 21/11/2024
STALKER 2 is everything I hoped for so far, we're so back omg. Some rough edges but I'm sure they'll be ironed out. Blown away by the insanely detailed and lovingly crafted environments. Stopping to admire every wall, garden, fireplace and table. It's a lovely space to explore, immaculate vibes.
A screenshot from the STALKER 2 videogame. A weathered single story building with red brick walls and slate roof is  in the middle of the frame. It is surrounded by lush grass and trees. An overgrown retaining wall and a flooded dirt road are seen in the foreground.A screenshot from the STALKER 2 videogame. An old village home with wood plank siding and a slate roof is seen in the middle of the frame. The environment is covered by lush vegetation. A trellis overgrown with vines is seen to the right.
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Artyom @ahck.bsky.social · 10/11/2024
If you see this, post a walker!
A wide angle 3D render of an angular armored mech. The design towers over the camera and is covered in a gray pixel camo with lime green accents. The armor is lit by a red light from the right and a cyan light from the left.
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Artyom @ahck.bsky.social · 04/11/2024
Very excited about STALKER 2 releasing soon! I think I started my path in gamedev when SoC released in 2007. I remember counting days till its release in HS, poring over the files and trying simple config mods right after. Worked on a mod wiki; learned 3D to make cooler mods, etc., etc. Time flies!
A screenshot of a STALKER inspired 3D scene. A rusty flatbed cargo train car sits in the foreground. A switch tower is seen in the background, surrounded by trees. A screenshot of a STALKER inspired 3D scene. A wide angle lens looks up an fire staircase. It is attached to the exterior of a concrete block high rise.A screenshot of a STALKER inspired 3D scene. A wide angle lens looks up at the facade of a concrete high rise. The windows and balconies on each floor are connected with metal siding.A screenshot of a STALKER inspired 3D scene. An overcast scene in an abandoned rail yard. A cargo crane stands on top of a blue diesel locomotive in the background. A white brick shed is seen in the foreground.
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Artyom @ahck.bsky.social · 26/10/2024
Back in 2014, the Material Design guidelines were just released and I was very into their aesthetic. I built high perf. pixel perfect replica of the beautiful shadows seen in the Google docs for Unity NGUI. I later found out that the guideline images were Illustrator mockups and weren't real time. 😅
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Artyom @ahck.bsky.social · 26/10/2024
The environment was fully walkable and it was oddly satisfying to climb kilometers of strange staircases and questionably designed bridges to reach objectives. Skydiving the other way was also pretty fun. I built some neat stylized FUIs supporting the experience, will post more videos a bit later.
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Artyom @ahck.bsky.social · 26/10/2024
An old project inspired by "Blame!". I was interested in replicating the stark B&W aesthetic and the vast hostile architecture from that manga in a playable vertical slice. Had a decent prototype working in 2017 with an endless procedurally generated env. using 50+ modules. #gamedev #indiedev
Black & white view of an industrial sci-fi environment. The camera looks down into an artificial chasm measuring over a kilometer, flanked by enormous walls. A spiral staircase without railings descends into the chasm.Black & white view of an industrial sci-fi environment. The camera looks up into a cylindrical shaft. A spiral staircase without railings winds upward, throwing a shadow onto the walls.Black & white view of an industrial sci-fi environment. The camera looks forward, with the viewer situated on walkway encircling a vast cylindrical chamber. Concrete walls and floors are chipped and covered in dust. Square liner plates break up the outer wall, making the environment reminiscent of a train tunnel turned upright.Black & white view of an industrial sci-fi environment. The camera looks up at an enormous artificial cliff covering most of the sky. The part closest to the camera consists of columnar concrete shapes extending up for over 500m. Tiny staircases can be seen on the cliff in the distance. The concrete cliff continues upward for over a kilometer and goes from a positive slope to a vertical surface, then to a negative angle further into the distance, leaning over the scene.
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Artyom @ahck.bsky.social · 25/10/2024
His name is Juniper so I had to do this... ✨🫐✨
Close up photo of a shorthaired tabby cat named Juniper looking into the camera. A large blue fabric cone with a star pattern is on the cat, making his cheeks look bigger. A small jar labeled "Juniper berries" is in the shot next to the cat.
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Artyom @ahck.bsky.social · 17/10/2024
Replays in PB also aided with QA (for catching some anim. bugs), were indispensable for creating trailers and allowed players to rewatch exciting moments from multiple angles. They are lossy due to memory limitations and perf. considerations, but I'm still pretty happy with them! #gamedev #indiedev
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Artyom @ahck.bsky.social · 17/10/2024
One of my favorite features in PB: last turn replay. With everyone moving and firing at the same time, it's easy to miss important events. The game records all particles, physics and state changes, allowing you to scrub through the completed turn with a video player inspired UI. #gamedev #indiedev
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Artyom @ahck.bsky.social · 02/10/2024
Another clip of a Phantom Brigade boss fight to follow up the previous post. Those spider mechs had a bunch of different modular shapes: this one is covered by heavy shields and gets faster the more of those shields you destroy. #gamedev #indiedev
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Artyom @ahck.bsky.social · 02/10/2024
Boss fights are my favorite recent addition to Phantom Brigade. It was very fun to iterate on the behavior of these giant units and the different UIs visualizing their attacks. It's surprisingly satisfying to counter attacks straight out of RT action game w. turn-based timeline. #gamedev #indiedev
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Artyom @ahck.bsky.social · 28/09/2024
Stumbled upon videos from my old gamejam project. Inspired by the baserunners in Homeworld: Deserts of Kharak. You control one giant vehicle with a ton of abilities and try to survive. Indirect controls ala ship sims, physics on all units, ability to pause at any time. Fun times! #gamedev #indiegame
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Artyom @ahck.bsky.social · 26/09/2024
Ayy I'm sleebin' here
Photo of a white spotted tabby cat peeking from behind a curtain. The cat is lying on his side in a window hammock and has a smug expression.
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