Flex @flexrmn.bsky.social · 28/08/2026If you’re at gamescom come say hi to @dorianbeaugendre.bsky.social at the A-maze booth and play our game Kitiklop! 250
Flex @flexrmn.bsky.social · 16/05/2026I’m very happy how the booth turned out, and very thankful of everyone participating ❤️✨ 1162
Flex @flexrmn.bsky.social · 17/03/2026Also I'm kinda speechless the game @dorianbeaugendre.bsky.social and I have been working on is now an honorable mention for Amaze 2026. It's crazyyyyyy ✨ 0215
Flex @flexrmn.bsky.social · 10/07/2025A surprisingly efficient way to give a lot of personality to each different critter is to add a bit of perlin noise to the movement. Makes it all feel very natural. Higher noise frequency -> more hectic Higher noise strength -> more erratic Here's a comparison of different settings: 051
Flex @flexrmn.bsky.social · 10/07/2025An old random experiment I'm very happy with: I wanted to make critters you cannot "interact" with as a player. So I made a simple script where the critters idle around a specific area, and if the player gets too close, they go to a hiding spot, and spawn back later if the player is away. 2130
Flex @flexrmn.bsky.social · 09/07/2025Some old prototype: You're on an island with a handful of items that can interact with another. You interact by holding and waving items around with the wasd keys. It was meant to be a micro crafting/puzzle game with a tightly closed loop of objects. Very inspired by Minit's minimalism. 151
Flex @flexrmn.bsky.social · 04/07/2025The "animation" is just a set of sines on XYZ position, rotation and scale. You can honestly do pretty much everything you want with the right pivots. The sound is the cherry on top that ties everything together, kudos to the incredible sound people of Toca. 040
Flex @flexrmn.bsky.social · 04/07/2025A simple script for knocking props: I needed objects to have wobble animations with a "soft" reset if another player knocks the same object. So it's just a looping "wobble" that can just vary in intensity. Knocking the object just increment the slowly decaying wobble strength. 191
Flex @flexrmn.bsky.social · 04/07/2025Hello! I'm Félix, I do 3D Art for games: Modelling, Shaders, Vfx, Animation but also a bit of code & design, you name it. I'm currently very much looking for new work so feel free to reach out! I worked at Toca Boca and previously on Anarcute and at Klondike. See you around 👋✨ 14310
Flex @flexrmn.bsky.social · 02/07/2025And with some very creative UV mapping, It also works wonders with little insects and other critters! 711123
Flex @flexrmn.bsky.social · 02/07/2025V axis is strength and U is an offset of the sine motion. Some examples of mappings for different fishes: For the 1st fish, you want the head of the fish to stay steady (uv 1,0) and the rest of the body to progressively lag behind until the tail which moves a lot (uv 0,1) Hope that makes sense 🙈 1161
Flex @flexrmn.bsky.social · 02/07/2025Based on the fishes in ABZU, the animation is a set of sines motions and extrusions. It uses the UVs to preset an intensity and offset of the motion (see next post). It's surprisingly versatile and convincing! On top of being super cheap to make and run :) 1221
Flex @flexrmn.bsky.social · 02/07/2025Some fishes animated by shaders! Explanation in the thread: (Models by Spelkraft, @dorianbeaugendre.bsky.social & me) 729437
Flex @flexrmn.bsky.social · 02/07/2025Best trick I learnt is: You can achieve the shaded side of the cloud by comparing the sun direction and the tangent of the skybox hemisphere, then using it to slightly offset a "shaded" copy of the clouds. Particularly visible here, with also a bit of fake cloud transparency :) 010
Flex @flexrmn.bsky.social · 02/07/2025The clouds are just a layered bubbly noise, mapped on a hemisphere with super stretched uvs (more visible at the end of the video). Does a great job of giving a sense of the clouds going over the horizon. 030
Flex @flexrmn.bsky.social · 02/07/2025Let's start with a pretty skybox :) This one I wanted to work like AC New Horizons, with big puffy clouds and many controls over light, wind, cloud coverage, etc... Notable tidbits below: 2101