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Flex

@flexrmn.bsky.social
217 followers 86 following 28 posts

3D & Tech Artist based in Stockholm. Anarcute • kitiklop • Toem 2 • Toca Boca Always open for collabs and freelance 🌟 he/him

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Flex @flexrmn.bsky.social · 28/08/2026
If you’re at gamescom come say hi to @dorianbeaugendre.bsky.social at the A-maze booth and play our game Kitiklop!
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Flex @flexrmn.bsky.social · 16/05/2026
I’m very happy how the booth turned out, and very thankful of everyone participating ❤️✨
The amaze booth for our game kitiklop. The table is covered with post-its with drawings of horsesDrawing instructions on the table of the boothDozens of drawings of horses made by players left on the boothThe amaze audience award held in front of the camera
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Flex @flexrmn.bsky.social · 17/03/2026
Also 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 ✨
A title screen of a game called "kitiklop"A horse standing next to an apple tree, staring at the rolling grassy hills and clouds in the horizon.
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Flex @flexrmn.bsky.social · 17/03/2026
Been back on game maker recently :)
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Flex @flexrmn.bsky.social · 26/10/2025
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Flex @flexrmn.bsky.social · 23/07/2025
Water shader I did a few months ago
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Flex @flexrmn.bsky.social · 10/07/2025
A 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:
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Flex @flexrmn.bsky.social · 10/07/2025
An 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.
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Flex @flexrmn.bsky.social · 09/07/2025
Some 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.
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Flex @flexrmn.bsky.social · 04/07/2025
The "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.
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Flex @flexrmn.bsky.social · 04/07/2025
A 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.
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Flex @flexrmn.bsky.social · 04/07/2025
Hello! 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 👋✨
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Flex @flexrmn.bsky.social · 02/07/2025
And with some very creative UV mapping, It also works wonders with little insects and other critters!
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Flex @flexrmn.bsky.social · 02/07/2025
V 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 🙈
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Flex @flexrmn.bsky.social · 02/07/2025
Based 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 :)
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Flex @flexrmn.bsky.social · 02/07/2025
Some fishes animated by shaders! Explanation in the thread: (Models by Spelkraft, @dorianbeaugendre.bsky.social & me)
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Flex @flexrmn.bsky.social · 02/07/2025
Best 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 :)
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Flex @flexrmn.bsky.social · 02/07/2025
The 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.
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Flex @flexrmn.bsky.social · 02/07/2025
Let'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:
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