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Bryn DC

@feverdreamr.bsky.social
327 followers 578 following 208 posts

They/them, skattershot artist and game developer, allergic to focus (AuDHD), now working in games. Tech Artist at Double Cat. Creator of Farrow, a queer coming-of-age cosmic body horror VN.

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Bryn DC @feverdreamr.bsky.social · 28/09/2026
Not being able to traditionally draw as an artist has messed with my brain bad.. I'm constantly thinking "I wish I could make art. Like, good art like that." when scrolling on here, completely forgetting that I do alright in my own way. Cut out the need for fine detail skills (disability), and yeah.
Pixel art self portrait from a couple years ago, using a lot of hand dithering.Pixel art self portrait from four years ago using only the EGA palette.Pixel art self portrait from 4 years ago using a previous photoshoot to create glitch work from.2 Bit pixel art black and white self portrait from 5 years ago of me sitting in front of a red string board with five eyes opening upon my back.
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Kaptajnen @kaptajnen.bsky.social · 29/08/2026
"Alone in the Dark" was the first big survival horror game that featured polygonal 3D characters But could a similar game have worked on the #Sega CD? This early tech demo by "Javi Martí Ruiz" would indicate so youtu.be/ei_epN6nACg #retrogaming #MegaDrive #Genesis #gaming #homebrew #indiegame
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Bryn DC @feverdreamr.bsky.social · 15/08/2026
Here's some of my terrible sprites if people want to see them. I needed things like two expressions and characters to swap between, and my scribbling just became more unhinged as I got into enjoying the process of not caring how they looked. Bad art is character building and freeing.
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Bryn DC @feverdreamr.bsky.social · 15/08/2026
I needed placeholder art while coding my own visual novel plugin for Godot, so I spent a couple hours scribbling sprites. A few weeks later and these abominations have grown on me. Why do people still make excuses for using slopmachine placeholder art?! I can't draw for shit, but this was fun to do.
A rework of the "just make it exist first" meme, but with only the "exist" image and the text "Just Make It*" and "*like you actually fuckdamn MAKE it" beneath. The screenshot at the bottom is of a scene laid out like a visual novel, but with terribly drawn characters and background art.
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Bryn DC @feverdreamr.bsky.social · 10/08/2026
Still thinking about Camp Miasma... Speaking of teenagers, I haven't posted here for so damn long because my country decided it wants everyone to prove they're over 16 to use social media, and fuck uploading my licence to some random site. I hate this future so much... (Photo: me, The Pit 2016)
A photo of a faceless person covered in blood standing in front of a rusted backdrop.
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Alex Ries @alexries.com · 12/12/2025
I think people should be pretty angry that a handful of men unilaterally decided culture, art and civilization should be fed into a woodchipper so they could attract VC funding.
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Quest 64 Official @quest64official.bsky.social · 03/12/2025
The text says
Make Zelda creepy again 

And then has a bunch of fucked up polygon Zelda shit and enemies, the good stuff
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𝕯𝖚𝖓𝖌𝖊𝖔𝖓𝖑𝖚𝖘𝖙🌙🦇 @dungeonlust.com · 29/10/2025
Nosferatu (1994) • SNES
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Scifi Art @scifiart.bsky.social · 17/10/2025
Goosebumps book cover art by Tim Jacobus
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Bryn DC @feverdreamr.bsky.social · 23/09/2025
Never understood the hate for found footage horror.. Maybe it comes from the intrinsic high bar for realism, but by focusing on that people miss out on how impressively experimental it can be. Also, I'm obsessed with the aesthetics. Anyway, here's a call to watch Fake Documentary Q! #darkart #horror
Heret (2017): grainy photo of a pale man in a mask crawling across the ground in a darkened room.Parasomnia (2017): distorted footage of a blindfolded person and insect-like legs.Cub (2021): A grainy photo of a woman covered in mud and wearing a horned mask crouched on a rock. The environment is dark and the photo is lit from the front.Heret (2017): A pale man in a mask standing in a dark room and lit by a torch.
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Bryn DC @feverdreamr.bsky.social · 22/09/2025
The good thing about having a huge back catalogue of old photo work is that you can cheat when making "new" art. Here's the neon soaked photos (2015) I used to make the artwork on my "MurderBike" arcade machine. I guess it's not really cheating if their my photos tho. #gamedev #blender #newretrowave
A photo of a pink and cyan lit person wearing a black motorcycle helmet. The visor has been replaced by a large mouth with too many teeth and strange black gums.The same helmet wearing person sat atop a motorcycle.A low poly model of an arcade machine for a fictitious game called "MurderBike", using the two previous photos for its pixelated artwork.
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Bryn DC @feverdreamr.bsky.social · 21/09/2025
Been recovering from moving house recently (0/10, do not recommend) and my work slowed down to crawl... But I've been chipping away at this arcade machine every now and then, and finally finished it today. Only a few more objects left #indiegames #gamedev #psxhorror #blender #aseprite #retrogaming
A low poly model of an arcade machine for a fictional game called "MurderBike". The textures are done in a pixelated style with a limited colour palette.The same model from a different angle.
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Bryn DC @feverdreamr.bsky.social · 17/09/2025
I've seen a surprising number of found footage films (3) about forgotten leech gods whispering to serial killers in the past week, completely by accident. I guess that's a thing. Anyway, here's an unrelated photo of mine, "Co-morbidity" (2017) #horror #darkartist #occult #photography #foundfootage
A photo of a man in his underwear sitting on a rock, his torso and arms covered in circular bite marks. A large leech sits coiled about his shoulders and his face is a twisted mass of flesh.
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Bryn DC @feverdreamr.bsky.social · 08/09/2025
With Tormented Souls reminding me why I love Survival Horror (horror + puzzles + retro aesthetics), I decided to make a list of everything I didn't own yet and start buying and playing through 2 games a month. So far, I have played through the first 3 games. #survivalhorror #psxhorror #horrorgames
Survival Horror shopping list, marked as bought so far:
Heartworm
Sorry, We're Closed
Crow Country
Alisa
Labyrinth of the Demon King
Hollowbody
What is visible of the rest of the list (trust me, there's a loooot on the full list):
Slitterhead
Conscript
White Knuckle
The Tartarus Key
GYLT
Screenshot from the game Sorry, We're Closed, showing the main character Michelle aiming a gun and surrounded by pixel particle effects.A screenshot from Crow Country, showing the protagonist Mara standing in the Submarine save room.Screenshot from Heartworm of a lowpoly girl standing in a dimly lit study/library.
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My Abandonware @myabandonware.com · 06/09/2025
New release: Moon Dragon (1997 - Win) - www.myabandonware.com/game/moon-dra… #abandonware
Moon Dragon in game screenshotMoon Dragon in game screenshotMoon Dragon in game screenshotMoon Dragon in game screenshot
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The Elder Memes @theeldermemes.bsky.social · 29/08/2025
Image of tarhiel falling to his doom. Dialogue box says "it gets worse before it gets worse".
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Bryn DC @feverdreamr.bsky.social · 30/08/2025
My weirdo pixel art textured snack products made for a vending machine model. I realised that there were so many details people likely wouldn't see. Unless... I could make them interactable objects that are actually dispensed. Hmm... #lowpoly #blender #aseprite #pixelart #gamedev #indiegames
The front details of 16 different low poly models of vending machine snacks, with their logos clearly displayed.The back details of those same snacks, showing off the nutritional value info, but pixelated.Further packaging details.
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Bryn DC @feverdreamr.bsky.social · 29/08/2025
Why hadn't I heard anything about this?! An all round solid post-apoc thriller, a genre that's pretty well trodden by now, but this does a hell of a lot with a little. Killer lead performance from Deadwyler. I'm just kinda confused why it didn't screen anywhere...
Poster for 40 Acres by R.T. Thorne, a post apocalypse thriller starring Danielle Deadwyler and Michael Greyeyes.
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Bryn DC @feverdreamr.bsky.social · 29/08/2025
This snack vending machine took way too long (10hrs+) due to all those tiny logos, but I think it was worth it. With all the big stuff out of the way, there's a few more smaller props, and then it's onto the full scene. #blender #aseprite #lowpoly #gamedev #retrohorror #indiegames #psxhorror
A low poly model of a snack vending machine with pixelated texturing.A different angle of the same model.The snack vending machine with the purchase draw open.
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Bryn DC @feverdreamr.bsky.social · 27/08/2025
While looking for something else, I came across some of my old work done with completely hand pixelled texturing. Damn it for being so time-consuming because I still really like how it looks! #blender #aseprite #pixelart #gamedev #indiegames
A low poly model of a tv on a coffee table with hand drawn pixel art texturing.The same, but of a red floppy disk.Another hand pixelled object, but this one is a VHS tape.
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Niknak @nikthenak.bsky.social · 23/08/2025
Working on updating the art for my blobber RPG. First playtest is getting very close #screenshotsaturday #gamedev #indiedev
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Bryn DC @feverdreamr.bsky.social · 22/08/2025
Almost daily, I am amazed by the art still being released despite their respective industries. The world is hostile towards those just wanting to create and it feels like the assholes are winning, but people keep making even after everything. #mouthwashing #scavengersreign #primal #sorrywereclosed
A screenshot from the game Sorry, We're Closed of the character Matilda talking to a ghost.A screenshot from the animated series Scavengers Reign with a human form growing in a illuminated pod.A screenshot from Mouthwashing, featuring the bandaged Curly sitting in front of a cake saying "We should have some."A screenshot from the animated series Primal picturing a man with a spear sitting upon the back of a dinosaur.
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Bryn DC @feverdreamr.bsky.social · 19/08/2025
I wasn't going to post more until the full scene was done, but I need something that’s not people bombarding me, ehhh... My effort yesterday - those tiny labels had me tempted to increase pixel density, but I'm glad I stuck with it (1px per cm) #gamedev #blender #pixelart #retrohorror #indiegaming
A low poly model of an 80s drinks vending machine (412 tris including the 7 drink cans). Texturing is handmade to be pixel perfect with a texel density of 1 pixel per cm.Another angle of the same vending machine.
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Bryn DC @feverdreamr.bsky.social · 12/08/2025
I realised that in my rush to get these done I forgot an important step in my texturing style: baking AO shadows and highlights into the base colour pixel art. My other posts probably didn't show off the texturing enough as well, so here's some close-ups #gamedev #blender #indiegames #psxhorror
A low poly model of a laundromat change machine with pixelated texturing.A low poly model of a laundromat coin operated washing machine with pixelated texturing.A low poly model of a laundromat coin operated dryer with pixelated texturing.
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Bryn DC @feverdreamr.bsky.social · 11/08/2025
Continuing to try to speed up my asset process, this took 2hrs 25min, but a coin machine is a much simpler model than a dryer. I'm curious how long the average object takes other 3D artists from start to finish? Because these speeds are still hard for me. #gamedev #blender #retrogaming #psxhorror
A model of a coin machine for getting change in a laundromat, done in a low poly (100 tris) retro pixelated style.Another angle of that same coin machine.
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Bryn DC @feverdreamr.bsky.social · 10/08/2025
Thinking about scope and how small tasks blow out into huge time sinks - I started timing myself and how long an asset currently takes me. This was 5.5hrs from start to end. That's a dayish per asset. 900x is just under 3 years. Realistically, I need to get down to 2hrs per asset. #gamedev #blender
A model of a Laundromat coin operated dryer, done in a low poly pixelated style. Modelling, prepping, uv unwrapping, baking pbr maps, and texturing took a total of 5 and a half hours for me to complete.The same coin operated dryer, this time with it's doors open.Another angle of the dryer.
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Bryn DC @feverdreamr.bsky.social · 07/08/2025
I disappeared to learn coding the past few months, but I needed a break from that. I don't know why I always end up making gritty lo-fi appliances, but here we are... My lowpoly (345 tris) laundromat washing machine. #lowpoly #gamedev #blender #psxhorror #indiegames #aseprite #retrogaming
Low poly model of a washing machine with low resolution texturing.The same model with the door open.Another angle of the same washing machine.
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Sasha's Retrobytes 🏳️‍⚧️ @sharkabytes.bsky.social · 14/06/2025
This is rather intricate character design and lovely pixel art for what felt like a budget racer for the GBC, but then you learn it's a racing spin-off of a Dreamcast shmup with a developed backstory. Sadly, the racer isn't that great. But the DC game looks good! 📺: Armada F/X Racers, GBC, 2000
A snap from the GBC game Armada/FX Racers, a future racer, with a 'Nomad' character, dressed in armour with big sloping pauldrons, sporting a buzzcut hairstyle, and armed with a gun that looks a wee bit like a bulkier M4A1 Pulse Rifle.'Terran'

A brownish-blonde-haired gal wearing a blue tunic with angular pauldrons with what looks like elaborate scifiish gauntlets up to her elbows.Drakken!

I hope this is just an absolute beefake of a gal (<3) in green power armour with blueish midsection and purple gaunlets.Vorgan, presumably a species name too, who looks like they might have Skeletor's voice and make sneee sounds as they scheme for galactic domination in his conical tech helmet and a form-fitting ribbed bodysuit.
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Jesse Makkonen @jessemakkonen.com · 20/05/2025
Without a Dawn is now available on Steam and the reviews are awesome: store.steampowered.com/app/3145620/... Get your copy -15% off and support indie dev for making deeply personal games without compromises. Thank you! 😍 #visualnovel #steam #gaming #gamedev
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Bryn DC @feverdreamr.bsky.social · 16/05/2025
I figure I need a pinned post because my work is all over the place, so yeah... Hi, Bryn here, I'm an artist interested in: Horror films/games/books/art/history Game Dev Pixel Art ( #aseprite ) Tech Art Retro Gaming PSX/2 Horror Low Poly ( #blender) Creature Design/Mask Making Giallo Visual Novels
Babel (2018): A sculpture of a head floating above a sea of cords and tubes, some of which come from its mouth. The head's flesh twists around rusted steel rebar, and its left side gives way to a metal plate surrounded by metal nails that protrude like spikes.Necropolis (2015): A sepia toned photo of three ghostly figures standing in fog.The Night Caller (2021): A pixel art portrait of a man with a sinister smile that is too wide for a normal human face.Vampire Hunting Truck: A render of a blue and orange rusted truck showing the low poly wireframe to differentiate what was achieved in the baked normal maps vs the actual geometry.
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2dchaos - WISHLIST NECHROMIA!!! @2dchaos.bsky.social · 13/05/2025
Last push for Nechromia's development fund, I'm working on the trailer and the demo, and would really appreciate any help and reposts! All supporters get a Steam key when the game is released! Supporters of $50+ get a portrait of themselves/OCs in game! ko-fi.com/2dchaos/goal...
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Bryn DC @feverdreamr.bsky.social · 11/05/2025
Constrictor (self portrait, 2016) I had never played Evil Within before, but now that I have, it's up there for me! Yeh, the visuals are my jam, but I mostly love just how much it doesn't care if it makes any sense. I remember reviews being shit when it came out, but I don't know, it's pretty great.
A photo of a naked figure wrapped in barbed wire and covered in blood, their eyes completely white. The air is filled with dust and haze.
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Bryn DC @feverdreamr.bsky.social · 10/05/2025
Here's a showcase of the lighting and normal mapping I've been doing at work on our hand animated game, created in Unreal Engine 5 forward renderer with flat sprites drawn by our art team. I might have to fight UE to get 2D stuff to work, but it looks pretty #indiegaming #gamedev #animation #techart
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Sasha's Retrobytes 🏳️‍⚧️ @sharkabytes.bsky.social · 06/05/2025
Booting up; good morning/afternoon! 👋
media.tenor.com
a hand is reaching for a button on a machine that says hi
ALT: a hand is reaching for a button on a machine that says hi
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Bryn DC @feverdreamr.bsky.social · 05/05/2025
A little hesitant to repost a list with the same movies, but I think it reiterates how good they are. My favourite 4 films of the decade so far: Titane (2021) (Gender-fuckery win) Pig (2021) Red Rooms (2023) Mars Express (2023) (And too many honourable mentions, but maybe All the Long Nights)
A screenshot from the film Titane showing a child with surgery scars and a metal neck brace.A screenshot from the film Pig of a man (Nic Cage) sitting with his truffle pig as they both eat their breakfast.From the film Red Rooms, a woman wearing headphones stares into the camera, her face lit by a red monitor screen.A shot from Mars Express of a woman in a jumpsuit holding someone hostage as two people in suits stand in front of a giant monitor, their guns aimed at her.
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Bryn DC @feverdreamr.bsky.social · 04/05/2025
I'm starting to think an important part of enjoying a game and leaving with a positive impression is having your expectations of the time investment set correctly. Alan Wake 2 felt like it was nearing the end 25 hours in, so I ended up spending the next 6 burnt out from anticipation...
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Dave Gilbert @wadjeteyegames.com · 23/04/2025
WO🕐🕙🕕O! Old Skies is OUT. Join ChronoZen agent Fia Quinn on a time-traveling adventure of spanning 200 years! Old Skies is a story of love, loss and legacy. And it is 10% off during the first week! Humble (includes OST)▶️ bit.ly/4cKaLQR Steam▶️ bit.ly/3FYho5Z GOG▶️ bit.ly/4i2fdvk
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Bryn DC @feverdreamr.bsky.social · 22/04/2025
Last test for assets in my retro style horror game - figuring out if I can get away with flat plane details on certain objects. No idea whether these posts have been interesting/helpful to people; it's just me thinking out loud, I guess. Any preference? #indiegame #gamedev #blender #retrohorror
A low poly 3D model of a chair with a red leather seat, the texturing done in a pixelated style. This version has all detail part of the model's geometry.The low poly chair, but this time with details baked into the normal map and other geometry flattened into single planes. This version uses a flat plane for the middle of the chairs back support and an alpha map to define the three sections. This had the nicer baked definition of the two methods using flat planes.The same chair, but with the 3 back support bars cut out as separate planes. This feels like the lesser of the two methods.Untextured view of the three chair models, one with the full geometry and a tri count of 360, the next with baked geometry, an alpha map defining the 3 back support beams, and a tri count of 238, and the last with the beams cut out into individual planes. This view shows off better how the baked ambient occlusion benefits from the  back supports being a single plane object, making it the better choice.
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Bryn DC @feverdreamr.bsky.social · 21/04/2025
2nd last visdev test for assets in my retro horror game, here exploring what texture stylisation I want to go with, using both different dither styles and palette limitations. It's difficult to decide, but really helpful to see them all for comparison. #indiegame #gamedev #horrorgame #retrogaming
5 versions of the same model of tv with pixelated textures, giving a comparison between dither styles:
One without dithering, next with pattern dithering, then bayer pattern dithering, white noise, and the last with blue noise. No colour limitation has been applied to the texturing here just to show what the original colouration looks like, which isn't likely the direction I will go in.The same 5 versions of the tv with different dither style pixelated textures, this time with a high colour count limited colour palette.The 5 tvs with different dither style pixelated textures, with a lower colour count limited colour palette.The 5 tvs with different dither style pixelated textures, with a limited colour palette using flawed colour detection, give it more contrast and general stylisation.
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Bryn DC @feverdreamr.bsky.social · 19/04/2025
I think about this daily... I've spent 2 years of my life making 3D models of mundane objects, both for work and by choice. On my deathbed, will I whisper "It ain't much, but I got pretty good at making fake furniture - furniture that's both well optimised and easy to texture..." before fading away?
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Bryn DC @feverdreamr.bsky.social · 17/04/2025
Almost done with asset visdev decisions for my retro horror game. The 3 rules I've set for details in my low poly constraints are: 1. Is it part of the main silhouette? 2. Is it interactable? 3. Does it make for cool light? If none of these, bake into the normal map. #gamedev #indiegames #blender
The finished low poly model of an old Soviet TV with only 212 tris and pixelated textures.Wireframe of the TV model. The decision was made to use normal maps to bake-in any excess details (anything not part of the main silhouette), unless it is an interactable feature, here the on/off switch, or if it contributes to making interesting lighting effects, such as the frame around the screen.The back of the TV model, showing off the amount of baked detail.The lighting test for when the TV is turned on and displaying static, showing how the screen lights up the frame around it.
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Bryn DC @feverdreamr.bsky.social · 16/04/2025
Testing how I should handle texturing for my retro horror game, here trying to see how much to rely on lighting. 1. Baked normal map, 2. Normal map with some baked-in shading, 3. Baked lighting, no normals, lit material, or 4. Baked lighting, unlit material #retrogaming #indiegame #gamedev #blender
A low poly (180 tris) model of a TV switched on to static. This is the example with all excess geometry baked into a normal map.The same low poly (180 tris) model of a TV switched on to static, with the normal map, but this time with some shading baked into the texture.Again, a low poly (180 tris) model of a TV switched on to static, but with no normal map and just baked lighting. The material is still set to lit, but more closely resembles the psx aesthetic.The low poly (180 tris) model of a TV switched on to static, but with an unlit material. Mostly used here as an example, but it is definitely a possible stylistic choice.
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Bryn DC @feverdreamr.bsky.social · 16/04/2025
Continuing to figure out the ratio of texture vs. geometry to use with my horror game assets: Here's a quick lighting test. Not a huge difference between them, but weirdly, I think the one with all geometry baked (last) still looks the best. See previous post #indiegame #gamedev #retrogame #blender
A low poly model of a TV switched on to static, this version having only small details baked into the normal map.A low poly model of a TV switched on to static, this version having the details and medium geometry baked into the normal map.A low poly model of a TV switched on to static, this version having no normal map, but the shadows baked into the texture. Least impactful, I think.A low poly model of a TV switched on to static, this version having all excess geometry baked into the normal map. Surprised by how well it works!
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Bryn DC @feverdreamr.bsky.social · 15/04/2025
I've been doing visdev for my horror game (one of my favourite phases) and trying to decide on the direction of my texturing. Here, I am weighing up difficulty and time against the end result. It's wild to me how much geometry can be faked with normals... #lowpoly #retrohorror #indiegame #gamedev
Four lowpoly retro tv models, each with different methods to achieve similar results. Top Left is with only the smaller details baked into the normal map, with a tri count of 530. Top Right is with small and medium geometry baked into the normal map, tri count of 426. Bottom Left is all detail baked into the normal map, leaving the bare minimum tri count of 180.
Bottom Right is the same as the Top Right, but no normals are used in the final result, instead they are used to bake-in lighting, giving a more retro in-game interaction between the light and the object.Turn around of the version of the TV with only the small details baked into the normals. The downside is that this is the hardest/slowest method to achieve, with a lot more time spent on UV Unwrapping. It also has the highest Tri count. The benefit is that it has more realistic lighting and will cast the best shadow.Turn around of the version of the TV with all excess geometry baked into the normal map. This is probably my favourite for a number of reasons: it has the smallest tri count, was a lot faster/easier to create and unwrap, plus it just looks more stylised overall. By using normals, the finished asset almost looks identical to the higher poly versions!Turn around of the version of the TV with baked lighting, using the normal map to create shading in the texture itself, rather than using it to capture in-game lighting. The shape is not as well defined as the other assets, but that adds to the overall retro feel. This has a higher tri count to compensate for the lack of definition, but I am going to test it with the minimal geometry version to see whether it contributes to the retro feel. To me, lighting is more important than retro constraints, but I like trying to capture the overall feel, even when I’m still using modern techniques.
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Bryn DC @feverdreamr.bsky.social · 09/04/2025
How many chair variants is too many for a single location?... I disappeared for the past month while I made assets for my retro horror game, and I ended up with 120 unique low poly objects (so far) for a single location, including these 14 chairs. Maybe overkill #lowpoly #blender #indiegame #gamedev
A range of low poly chair models displayed in a line, all for a single location in a horror game.
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Mae @maenots.bsky.social · 05/04/2025
spooky prototype from a while back #pixelart #gamedev
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Bryn DC @feverdreamr.bsky.social · 01/04/2025
With the state of the industry (and pretty much everything else), people need to support the games they want to see in the world well before their release. Game dev is hard and time-consuming (more so than most people consider), so try to find more tangible ways to be there for these creatives.
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Bryn DC @feverdreamr.bsky.social · 29/03/2025
We finished our playable prototype yesterday! Here's a few snippets for #screenshotsaturday because a video is the only real way to show off the hand drawn animation. I know it's rough and still has a ways to go, but we're proud to have gotten this far. #indiegames #gamedev #animation #handdrawn
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DDDistortion @dddistortiondev.bsky.social · 23/03/2025
口裂け女子・Kuchisake-Jyoshi #characterdesign #nightmareoperator #gamedev #screenshotsaturday
The setting image for the Kuchisake-Jyoshi enemy from Nightmare Operator. It is a creature that resembles a schoolgirl, but wields a fearsome, large pair of scissors and has a giant mouth lined with razor teeth where its eyes should be.
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Bryn DC @feverdreamr.bsky.social · 21/03/2025
I keep seeing people say how working in an industry you have a hobby in destroys your love for it, but I think the problem is more the over demand of our time that work has become in general and the disillusionment from bad employers. That's my experience, at least. #gamedev #indiegames #solodev
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