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InKeyStringGames

@inkeystringgames.bsky.social
78 followers 311 following 81 posts

Hi I'm Dan, a game developer. Here exploring game and developer things, ideas, insights.. #gamedev #gamedesign #retrogaming #VR

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InKeyStringGames @inkeystringgames.bsky.social · 20h
Play a load of MSX and Amiga games in the browser ..along with some MSX homebrew titles www.file-hunter.com/MSX/ #retrogaming #amiga #videogames
a screenshot from Contra on the MSX
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Rami Ismail (رامي) @ramiismail.com · 13/10/2026
Genuinely the best physical game work I've seen in a long time. Escalatrónico7000 was playable as part of the GLITCH Collective showcase at @sagabcngamefest.bsky.social - tactile, poignant, and fascinating. Endless conversation about the little climber friend. www.todonormal.com/pages/escala...
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London Games Festival @londongamesfest.bsky.social · 08/10/2026
Applications are NOW OPEN for London Games Festival 2027. Explore the opportunities below to take part in next year's festival. - Games Finance Market - Official Selection - Ensemble 2027 - Side Events Get involved: festival.games.london/applications #LGF27 #Applications
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Konstantinos Dimopoulos @konstantinosd.bsky.social · 06/10/2026
In case you missed it, the System Shock 2: 25th Anniversary Remaster is currently free on the Epic Store. store.epicgames.com/p/system-sho...
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InKeyStringGames @inkeystringgames.bsky.social · 05/10/2026
back in the day
a page from CU Amiga 1991 advertising the Action Replay MK2 for the Amigaa screen grab showing a list of features for the Action Replay Mk2 for the Amiga
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School.VideoGameAudio.com @sovga.bsky.social · 15/01/2026
TIME-12 by Tilr is a free VST3, AU, LV2 for Windows, macOS, Linux "delay modulator inspired by plugins like GrossBeat and ShaperBox" github.com/tiagolr/time12
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Daniel Aagentah @aagentah.bsky.social · 28/09/2026
for the past 6-months I’ve been developing an off-world SCIFI game that runs entirely in JavaScript. no engine, no editor, 100% WebGL with full multiplayer capability. the game pulls from many of my inspirations and includes A-LIFE simulation theory as a fully open-world non-linear concept.
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BounceGenArt @bouncegenart.bsky.social · 09/09/2026
"..a procedural way to generate oriented erosive patterns on terrains" #procedural #coding #technicalart blog.runevision.com/2026/03/fast...
blog.runevision.com
Fast and Gorgeous Erosion Filter
This blog post and the companion video both explain an erosion technique I’ve worked on over the past eight months. The video has lots of e...
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Sasha's Retrobytes 🏳️‍⚧️ @sharkabytes.bsky.social · 27/09/2026
"Screen-based 2D games are a dead-end; there is simply no comparison to an immersive 3D experience." The death of 2D games is on the horizon, predicts EDGE magazine in December 1993 - a common feeling at the time as FMV, texture-mapped polygonal 3D, and VR became the hot new tech.
The future of the videogame is pretty straightforward.

There are two routes that the videogame can take: 2D images dragged from ROM or CD; and the 3D environment generated in real time.
While the 2D route encompasses real 24bit images, full-motion video, bluescreen, high-definition rendered graphics and so on, you can only explore what is on the disc; you can only visit the places that the artist or camera has visited before you.

3D environments are still visualised in a more basic fashion, but once the world and its contents have been described mathematically, the player can go anywhere he or she wants; there are an infinite number of views to be had.

As the technology advances, so those basic vector graphics give way to polygons with light sourced shading, texture mapping, transparency and so on. And the ultimate experience is to actually wander around that virtual world and interact with it in three dimensions, using stereo eyephones to see the world and motion sensors to track your position.
Screen-based 2D games are a dead end; there is simply no comparison to an immersive 3D experience. It's the difference between being the passenger in a car and actually driving it.
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InKeyStringGames @inkeystringgames.bsky.social · 24/09/2026
a little dot product overview allenchou.net/2020/01/dot-... #gamedesign #gamemath #trigonometry
allenchou.net
Game Math: Dot Product, Rulers, And Bouncing Balls | Ming-Lun "Allen" Chou | 周明倫
[latexpage] 本文之中文翻譯在此 Prerequisites Trignometry Basics – Sine & CosineTrigonometry Basics – Tangent, Triangles, And CannonballsInverse Trigonometric Functions, Slope Angles, And Facing Objects Overvie...
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InKeyStringGames @inkeystringgames.bsky.social · 23/09/2026
..a minimalist, GPU-accelerated Lookup Table (LUT) generator designed to create .cube and Unity-compatible PNG LUTs for color grading and creative image adjustments o-l-l-i.github.io/lut-maker/ #gamedesign #gamedev #technicalartist
a screenshot from an LUT generator website
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InKeyStringGames @inkeystringgames.bsky.social · 23/09/2026
Building shaders that mimic paint blog.maximeheckel.com/posts/on-cra... #gamedesign #programming #gamedev
blog.maximeheckel.com
On Crafting Painterly Shaders - The Blog of Maxime Heckel
A detailed essay on my research and process of building a shader to mimic paint, watercolor, and aquarelle by exploring various implementations of the Kuwahara image smoothing filter.
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InKeyStringGames @inkeystringgames.bsky.social · 23/09/2026
Interactive Pattern Library, Games Reference and Example Exercises where you can share patterns with developers throughout the world. #gamedesign #indiedev #videogames patternlanguageforgamedesign.com
a screenshot from a pattern language for game design's pattern library, showing the first 9 game design/mechanic patterns in the library
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Konstantinos Dimopoulos @konstantinosd.bsky.social · 22/09/2026
Final call for my 'History of Video Games: a tale of tech and game design' course. Classes start today! Here's all the info you might need: www.d6learning.com/course/histo...
d6learning.com
History of Video Games: a tale of tech & game design | Live Online Course
From Adventure and Pong to Skyrim and Fortnite, the history of video games is a fascinating journey through time. Explore retro games, the evolution of game design from the early arcades to contempora...
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InKeyStringGames @inkeystringgames.bsky.social · 21/09/2026
..another #Godot VR game jam is upon us #gamejam #indiedev #gamedesign
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InKeyStringGames @inkeystringgames.bsky.social · 20/09/2026
game design patterns #gamedesign #gamedev #indiedev #videogames virt10.itu.chalmers.se/index.php/Ca...
a screen grab showing a specific game design pattern
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Jettelly @jettelly.bsky.social · 17/09/2026
Nash Lawrence is making Beyond The Frame in Unreal, a game where familiar places slowly warp and shift to recreate the feeling of a dream. 🌙 See more: www.reddit.com/r/SoloDevelo... #unrealengine #indiedev #gamedev
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Blender @blender.org · 17/09/2026
Where do we want Blender's development to focus over the next two years? Read Small Teams, Ambitious Projects article by Dalai Felinto to find out: code.blender.org/2026/09/smal... #b3d
code.blender.org
Small Teams, Ambitious Projects — Blender Developers Blog
A first-look overview of Blender development's strategic targets for the next two years.
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/noclip @noclipvideo.bsky.social · 13/09/2026
/noclip turns 10 today. So for the next month we're going to post a documentary a day to celebrate the people who took the time to talk to us during our first decade. First up, our first documentary. How Psyonix toiled for years to build an overnight success. www.youtube.com/watch?v=Om0j...
youtube.com
The Making of Rocket League - Documentary (Part 1)
YouTube video by /noclip
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Scifi Art @scifiart.bsky.social · 15/09/2026
Art by Philippe Bouchet (born 19 March 1956), better known as Manchu, a science-fiction illustrator with hundreds of book & magazine covers to his name. He also contibuted to French / Japanese animated series Once Upon a Time... Space and Ulysses 31.
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Ian Mayor @ianmayor.bsky.social · 12/09/2026
The latest “Working it Out” podcast by @birbigs.bsky.social is a compilation of interview clips about creative process, and it’s lovely. I myself keep a rough document in which I compile anecdotes by writers, directors and artists about how they work. Which I flick through when the brain-
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Konstantinos Dimopoulos @konstantinosd.bsky.social · 11/09/2026
I admit I love discussing the history of video games and their creation, and this is why I love teaching my online class: *History of Video Games: a tale of tech and game design*. Intrigued? Find out more in a live course presentation on September 15: www.eventbrite.com/e/1989090998...
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The National Videogame Museum @nvmuk.bsky.social · 10/09/2026
We’ve launched the UK’s first nationwide survey of videogame-related collections, and we want to hear from developers, publishers, studios, collectors and industry professionals. Help us preserve the stories, artefacts and archives of our games industry. Take part: forms.gle/z9a1qhVopYMT...
Image of a man and woman looking into a glass cabinet displaying museum objects, within a museum setting.
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Axiomatik @axiomatik.bsky.social · 08/09/2026
8 days left XD store.steampowered.com/app/3969490/... #indiegamedev #pcvr #vrgaming #indiegaming #unreal
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Jettelly @jettelly.bsky.social · 09/09/2026
A 250 × 250 km procedural island running in Unity! 🏔️ Robbie Tilton made this GPU-driven terrain system for his mountain expedition game, Because It’s There. www.reddit.com/r/Unity3D/co... #unity3d #gamedev #indiedev
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Fronkon Games @fronkongames.bsky.social · 27/08/2026
How to Check If Two Triangles Intersect: Geometric Algorithms Explained #gamedevelopment #indiedev #gamedev
alexsyniakov.com
How to Check If Two Triangles Intersect: Geometric Algorithms Explained
I’ve looked at a lot of triangle-triangle intersection code across different projects. And every time, one thing stood out: there’s no single implementation that covers all the edg
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InKeyStringGames @inkeystringgames.bsky.social · 24/08/2026
#Blender3d now supporting dispersion in Cycles 80.lv/articles/pri... #b3d #opensource
80.lv
Principled BSDF In Blender's Cycles Now Supports Dispersion
See what else is coming to Blender 5.3.
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Robin Ward @eviltrout.com · 21/08/2026
I wrote up tips for saving and loading games durably in Godot. It's stuff I wish I'd known before shipping games on PC: eviltrout.com/blog/2026-08...
eviltrout.com
Tips for Saving Game Data in Godot
How we made save games in The Roottrees are Dead and The Incident at Galley House resilient to full disks and failing hard drives.
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Jettelly @jettelly.bsky.social · 18/08/2026
Writing a book on Python tool development for Maya, designed for technical artists and riggers. Early access available now! 👇 jettelly.com/store/the-te... #maya3d #technicalart #gamedev #indiedev
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Godot Engine @godotengine.org · 17/08/2026
The results are out, and for the first time, you can download all the responses as a .csv file if you want to dig deeper into the data. Thank you everyone for participating! godotengine.org/article/godo...
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passivestar @passivestar.bsky.social · 12/08/2026
manifold
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D6 Learning @d6learning.bsky.social · 10/08/2026
Explore pixels, vectors, filled polygons, textures, and over 50 years of creativity and inspiration with our *Brief History of Video Game Graphics* mini-course by @konstantinosd.bsky.social. 👉 Register for free here: www.d6learning.com/course/a-bri...
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Raph Levien @raphlinus.bsky.social · 10/08/2026
I just posted a blog post on my hyperbezier curve: linebender.org/blog/hyperbe... I've actually been working on this for years, and only recently figured out a solution to the parameter mapping problem. I think this curve is potentially better than cubic Béziers for 2D vector graphic design.
A plot of two roughly S-shaped curves. In gray is a cubic Bézier, and the Bézier control points are shown. In blue is an example of the hyperbezier, with roughly similar shape but much smoother curvature variation. There is also a "curvature comb" in green.
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Darby McDevitt @darbymcdevitt.bsky.social · 14/07/2026
"Flawless Victory (And How to Avoid It" In honor of Assassin's Creed Black Flag Resynced's release, here's a brief essay about how I approached the writing of its main narrative, 13 years ago. darbymcdevitt.substack.com/p/flawless-v... Big thanks to @jon.inkle.co for nudging me to write this one.
darbymcdevitt.substack.com
Flawless Victory (And How to Avoid It)
Some Thoughts on Dramatic Narratives in Linear Action-Adventure Games
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Christophe is making Prerolled! @qaqelol.bsky.social · 04/08/2026
My new free interactive guide on #Godot Control Nodes and #UI is out!! qaqelol.itch.io/gui My free #Tween guide also gets a new update! qaqelol.itch.io/tweens AND You can now get the All-in-One version, that regroups all my guides + extra features to support me!! qaqelol.itch.io/guides #GameDev
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InKeyStringGames @inkeystringgames.bsky.social · 23/07/2026
This video explores how Richard Garriott created *Ultima*, the revolutionary ideas that transformed RPG design, and the innovations that inspired everything from morality systems to living game worlds and online multiplayer experiences. #retrogames #videogame #ultima www.youtube.com/watch?v=znF-...
youtube.com
The Most Important RPG Nobody Talks About
YouTube video by Pixel Playback
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TheSixthAxis @thesixthaxis.com · 21/07/2026
Kingston University is holding a retro gaming exhibition. www.thesixthaxis.com/2026/07/21/a... #gaming #videogames #gamenews
thesixthaxis.com
A new retro and gaming exhibition arrives next month at Kingston University | TheSixthAxis
If you've been gaming for a long time, there's a lot to take joy in when it comes to the games and devices of yesteryear. For those of a certain age,
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IndieRetroNews @indieretronews.bsky.social · 20/07/2026
Indie Retro News: Lemmings - An all time classic has arrived on the Pico-8 by Buzzard, and it's seriously good! www.indieretronews.com/2026/07/lemm... #retrogaming #gaming #games #pico8
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InKeyStringGames @inkeystringgames.bsky.social · 20/07/2026
discussion of several key design elements that contribute to making games replayable medium.com/super-jump/r... #gamedesign #gamedev #indiedev
medium.com
Replayability in Game Design
A deep dive into what drives gamers to keep coming back
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Dr. José Zagal @jzagal.bsky.social · 16/07/2026
Love this paper by Ellie Cohen - compass.onlinelibrary.wiley.com/doi/10.1111/... Also, "loyalty mongering" is a great term to describe the exploitation of attachment or loyalty. @marcuscarter.com, @leonxiao.com, and others in the videogame ethics space - you might find it interesting?
compass.onlinelibrary.wiley.com
Video Game Design Ethics
This article introduces video game ethics as an emergent field. It then focuses on some of the pressing issues distinctive of video game design, issues which arise predominantly from the making rathe...
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InKeyStringGames @inkeystringgames.bsky.social · 16/07/2026
Naughty Dog's lead designer Emilia Schatz outlines the core principles, which help to make your environments playable and understandable to the player 80.lv/articles/def... #leveldesign #gamedesign #gamedev
80.lv
Defining Environment Language for Video Games
Level Designer Emilia Schatz outlined the core principles, which help to make your environments playable and understandable to the player.
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James @jamesrandall.bsky.social · 14/07/2026
I've been spending some time analysing the code and systems of the epic 1988 BBC game Exile resulting in a (I hope) bit perfect recreation in TypeScript and a set of @markmoxon.bsky.social inspired deep dives into its working. bbcexile.com #retrocomputing #bbcmicro #gamehistory
Project homepage showing the game heroExample articlesInline disassemblyLayered map demo
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Blender @blender.org · 14/07/2026
Happy Blender 5.2 LTS release day! Here is the plan of actions to celebrate: ⬇️ Download Blender 5.2 LTS: www.blender.org/download/ 🎦 Watch the overview: youtu.be/g4OXlrxqIx0 📖 Read the release notes: www.blender.org/download/rel... #b3d
blender.org
Download — Blender
Blender is free and open source. Forever.
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InKeyStringGames @inkeystringgames.bsky.social · 14/07/2026
all good stuff - part 1 of 3 #procgen #gamedev #proceduralgeneration brashandplucky.com/2025/09/07/p...
brashandplucky.com
Procedural Island Generation (I)
Building the foundation for procedural island generation with Voronoi diagrams, Delaunay triangulation, and a paint map system for terrain specification.
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InKeyStringGames @inkeystringgames.bsky.social · 13/07/2026
#godot #indiedev #gamejam #vr
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Bastiaan Olij @mux213.bsky.social · 13/07/2026
We're in the process of rebranding Godot XR Tools v2 to Godot XR Development Kit. This due to the structural differences the rewrite has introduced with the older (still maintained) version.
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Konstantinos Dimopoulos @konstantinosd.bsky.social · 10/07/2026
Updating and tweaking my *Brief History of Video Game Graphics* free lecture is evolving into a major hobby of mine. You can register here, btw... www.d6learning.com/course/a-bri...
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The National Videogame Museum @nvmuk.bsky.social · 10/07/2026
Why do videogames matter to you? This summer, we’re exploring what makes videogames special to you, the players, in a new exhibition. Together We Play puts personal videogame stories, memories and collections centre stage. thenvm.org/togetherwepl...
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Alex Donaldson @apzonerunner.com · 09/07/2026
Launching a new website about video games today. Meet @respec.net. A sibling to @rpgsite.net, a spiritual successor to VG247, & a brother from another mother to other 100% independent UK media brands like @videogameschronicle.com and @trueachievements.com. www.respec.net/feature/87-w...
respec.net
Welcome to Respec: A word from the Editors | Respec
Welcome to our new little corner of the internet. Why a new video game website, and why now? Allow us to explain...
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The National Museum of Computing @tnmoc.bsky.social · 08/07/2026
We are thrilled to announce @tnmoc! The legendary Colossus has officially been recognised with an IEEE Milestone honour. Brilliant news for UK tech heritage! www.tnmoc.org/news-releases #ComputingHistory #Colossus #IEEEMilestone #TNMoC #TechHeritage #UKTech
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