Harry 💬 @halisavakis.com · 3hI feel that this sort of behavior will intensify the male loneliness epidemic, but in this case I'd let natural selection run its course 2161
Reposted by Harry 💬Matt | DEMO OUT TODAY! @pmrd.net · 17hDEMO IS OUT RIGHT NOW!!!! darkroomsgame.com #gamedev #indiegame #darkrooms #demo 612959
Harry 💬 @halisavakis.com · 27/09/2026I wonder, have I not made my attitude against genAI clear enough? I swear, I'll just get more and more vulgar with every random genAI-related offer 0522
Harry 💬 @halisavakis.com · 23/09/2026Of course ✨ really sorry to hear about the news, I really hope you get a great new gig soon 030
Harry 💬 @halisavakis.com · 23/09/2026Christian's work has been a constant source of inspiration for years, anybody who'll end up working with him is extremely lucky 1193
Reposted by Harry 💬Christian Sparks @hippowombat.bsky.social · 23/09/2026Hey there friends! Unfortunately, I was among those impacted by layoffs at Heart Machine last week. If you or someone you know is looking for an experienced Unreal Engine Technical Artist, I'm available for full time, part time, or contract opportunities. 9296142
Harry 💬 @halisavakis.com · 21/09/2026Y'know, the authenticity, and the originality, and the fun, and the technical achievements, and the artistic passion, and the emotional expression, and the human connection, all that silly stuff 030
Harry 💬 @halisavakis.com · 21/09/2026If anything in that video catches your eye, it's worth mentioning that HAZE is still 50% off✨assetstore.unity.comHAZE - Volumetric Fog & Lighting for URP | Fullscreen & Camera Effects | Unity Asset StoreAdd depth to your project with HAZE - Volumetric Fog & Lighting for URP asset from Harry Alisavakis. Find this & more VFX options on the Unity Asset Store. 030
Harry 💬 @halisavakis.com · 21/09/2026There have been quite a few updates and new features in HAZE since the previous video, so here's an update on all the new stuff added/fixed in HAZE! What better way to celebrate Silent Hill: Townfall's imminent release than to make your own foggy atmospheric games? 👀youtu.beHAZE | New features in HAZE 1.2.6YouTube video by Technically Harry 270
Harry 💬 @halisavakis.com · 19/09/2026The notion of recognizing the existence of an "AI actor" is ridiculous enough on its own and it should be enough to dismiss. Skipping all the steps of recognizing how stupid this is and reaching the point of "interviewing" it, legitimizes a lot of concepts that shouldn't be legitimized. 001
Harry 💬 @halisavakis.com · 19/09/2026wtf does any of this mean? Why are these words in this order? Did they also invite Microsoft Outlook for an interview? Every single word on this article needs to be between quotes because "she" is not "controversial", "AI" nor "actor". Jfc why are we allowing any of this resemble anything "normal"? 3281
Harry 💬 @halisavakis.com · 18/09/2026Yeah, I don't think god rays can get any crisper than that 👀 HAZE 1.2.6 will be submitted later today and you'll soon have access to those crispy sun shafts yourself ✨ 0272
Harry 💬 @halisavakis.com · 15/09/2026It's times like this that makes me feel that I apparently haven't made my anti-AI stance clear enough 🙄 020
Harry 💬 @halisavakis.com · 15/09/2026Oh wow, they reached out to me the other day through a personal email address with no information whatsoever about them, the studio or the project, and they got back with a "Thoughts?" email 4 days later cause I didn't bother to answer 130
Harry 💬 @halisavakis.com · 15/09/2026I got that idea from a genshin impact talk where they mentioned an extra god ray pass to get crisper shapes; yeah this is just screen space raymarching, I just use the local volume information to drive the color contribution. Keeping it quite rudimentary for now 😅 100
Harry 💬 @halisavakis.com · 15/09/2026A common complaint with HAZE that came from the froxel resolution restrictions was that you couldn't really get crisp enough god rays; so next update will feature an optional additive pass for crisp raymarched god rays ✨ Implementing this illustrated the need for a refactor at some point tho 🙃 1272
Harry 💬 @halisavakis.com · 15/09/2026Probably not the most elegant approach, but it should do the trick! Try adding those 2 lines in the HazeComposite.shader file and the skybox should get masked out 120
Harry 💬 @halisavakis.com · 15/09/2026A simpler way would be to mask out the skybox using the depth in the composition shader; I can share a quick snippet in a bit ✨ 110
Harry 💬 @halisavakis.com · 15/09/2026Glad to hear you're trying it out, can't wait to see what cool stuff you make with it 👀 That's a good question; there currently isn't a straightforward way to exclude the skybox. One approach is what you mentioned but the order would have to change to render before the skybox by modifying the code 100
Harry 💬 @halisavakis.com · 14/09/2026HAZE is 50% off again as part of the Autumn Sale! ✨ If you want a flexible and performant solution to enhance your game's atmosphere, this is a great chance to grab HAZE!assetstore.unity.comHAZE - Volumetric Fog & Lighting for URP | Fullscreen & Camera Effects | Unity Asset StoreAdd depth to your project with HAZE - Volumetric Fog & Lighting for URP asset from Harry Alisavakis. Find this & more VFX options on the Unity Asset Store. 1163
Reposted by Harry 💬Dean @dean-dev.bsky.social · 14/09/2026store.steampowered.com/app/4331110 291180292
Harry 💬 @halisavakis.com · 11/09/2026Another attempt at a stylized material using similar approaches; it's probably too noisy to actually be useful, but I had fun wrangling it either way ✨ 1477
Harry 💬 @halisavakis.com · 10/09/2026somehow it's the wrong apostrophe in "GAME'S" that makes it even worse 220
Harry 💬 @halisavakis.com · 10/09/2026It would certainly be much much better if it was actually hand-painted, but I don't think it'd be as straightforward to generate pbr maps from it (nor can I actually paint that well yet) 000
Harry 💬 @halisavakis.com · 10/09/2026For a more serious answer, I mainly used the quantize node to posterize the bejesus from a lot of grayscale values (AO, height, curvature) and plugged them into various gradients. Ben's approach with the flood fill helped a lot using the flood fill color node that randomized hue/saturation values 110
Harry 💬 @halisavakis.com · 10/09/2026Thanks! It's mostly lots of sploinking and gangling, with a bit of pringling when it feels appropriate 110
Harry 💬 @halisavakis.com · 09/09/2026But it's moot, by the time it could be potentially dangerous the bubble will pop and we'll be facing the worst economic crisis ever ✨ 010
Harry 💬 @halisavakis.com · 09/09/2026By all means, I don't think there's any sort of "intelligence" to actually do all that stuff; the problem could potentially come from "action/resource abundance". These agents basically brute force LLMs to tell them the next steps for anything, and with enough time and prompts they could do a lot 110
Harry 💬 @halisavakis.com · 09/09/2026Thank you so much Ben! Your thread has been immensely helpful and inspiring ✨ 010
Harry 💬 @halisavakis.com · 09/09/2026Here's Makkon's original thread on which I based most of the whole look 090
Harry 💬 @halisavakis.com · 09/09/2026Took a page out of @makkon.bsky.social 's book and tried my hand at some painterly material work in Substance Designer 🪨 Can't say I expected it to turn out that well, there's a *high* possibility I'm gonna be abusing this approach 👀 713025
Harry 💬 @halisavakis.com · 08/09/2026On a sadder and more serious note, if you wanna see how easy it is for people to forget inhuman atrocities in extremely recent history, check out how many Greeks are publicly celebrating the meteoric rise of the German AfD party 🙃🙃🙃🙃 050
Harry 💬 @halisavakis.com · 08/09/2026ngl, I never felt more like the kombucha girl than when I was watching the OoT remake trailer 140
Harry 💬 @halisavakis.com · 05/09/2026Yeah this is just standard volume raymarching, nothing too fancy 😅 000
Harry 💬 @halisavakis.com · 05/09/2026Still very volumetric and very traversable ☁️ Currently 1ms for the whole thing on my 4080 super 0110
Harry 💬 @halisavakis.com · 05/09/2026Getting much happier with the cloud coverage now; it's independent of the camera's far clip plane and is now using a hemisphere volume instead of a box one, which for some reason feels more accurate 🌍 #gamedev #unity3d #madewithunity 2353
Harry 💬 @halisavakis.com · 03/09/2026static.klipy.comThe Simpsons: Ned Flanders' Long SleepALT: The Simpsons: Ned Flanders' Long Sleep 0290
Harry 💬 @halisavakis.com · 01/09/2026Finally got our wedding photos, so here's the official photo dump from various stages of our wedding week from June ✨ Seems like it was just yesterday and 5 years ago at the same time 😅 2240
Reposted by Harry 💬Harry 💬 @halisavakis.com · 30/08/2026Streamlined the shadow cookie stuff a bit and exposed more properties around the fog, which seems to make all the difference ☁️ I'm not too happy with how the clouds just stop in the distance, but I'm pretty content with the usability and visual results for now ✨ #gamedev #unity3d #madewithunity 0294
Harry 💬 @halisavakis.com · 30/08/2026Streamlined the shadow cookie stuff a bit and exposed more properties around the fog, which seems to make all the difference ☁️ I'm not too happy with how the clouds just stop in the distance, but I'm pretty content with the usability and visual results for now ✨ #gamedev #unity3d #madewithunity 0294
Harry 💬 @halisavakis.com · 27/08/2026If you also use HAZE in a production feel free to let me know, I'm definitely compiling a #madewithhaze list for the asset store page :D 010