Sign in

Myk

@nikout13.online
470 followers 1K following 588 posts

• 🎮 Indie Game Dev #ProjectVerocity • 💼 Tech Director @ Voodoo • 🌐 nikout13.online <- Portfolio • 🛠️ Unreal Engine, C++, Blender, fuck genAI. • 💼 3D generalist, tech artist & designer, animator, programmer. • 🍁 Ontario

PostsRepliesMedia
Myk @nikout13.online · 22h
A little blackout gameplay test with AI troops.
040
Myk @nikout13.online · 07/10/2026
I've seen some stuff
150
Myk @nikout13.online · 06/10/2026
Successful PCG pass, with some pre-viz bioluminescent look. Plenty of work to do, but ready for playtests. Just in time for Halloween to present one of the first biohazards that will spice some things up 👀 #ProjectVerocity #UE5 #IndieDev
1274
Myk @nikout13.online · 05/10/2026
030
Myk @nikout13.online · 01/10/2026
First tutorial pass for #ProjectVerocity #UE5 #IndieDev
0225
Myk @nikout13.online · 30/09/2026
050
Myk @nikout13.online · 30/09/2026
If anybody remembers Brute Force on XBOX, I really loved their on-the-spot character switch through missions. It took a long while to refine the architecture for this to work, but we now have the ability to tell our characters in players' roster to take the lead. #ProjectVerocity #IndieDev #UE5
1123
Myk @nikout13.online · 08/09/2026
This flow is designed for one specific character with one specific context the NPC is narratively focused on. We can make as many types of flow dialogues as we like to leave room for more and save time for less.
100
Myk @nikout13.online · 08/09/2026
Branching stays readable. A choice is a node with four options. An outcome is a node. The ending is a node. A writer follows the whole conversation left to right without opening a spreadsheet.
100
Myk @nikout13.online · 08/09/2026
Designers see it before pressing Play. A preview actor takes two stand-in characters, a shot and a rig. Hit Refresh and the editor camera shows exactly the player's view, because it runs the same code as the game. Nudge, pick another angle, refresh.
100
Myk @nikout13.online · 08/09/2026
Lighting is a reusable asset: key, fill, rim. Key and fill ride with the camera, the rim sits behind the subject. On a reverse angle the rig mirrors itself, so a face stays lit the same across the cut. "Make him look menacing" is one asset, dropped on any line.
100
Myk @nikout13.online · 08/09/2026
As a Lighting Artist from the beginning of the career, it has become far more important for the light to be adaptable, and executable within the gameplay scripting sphere, without Sequencer-only binding process that can make the game feel less like a game.
100
Myk @nikout13.online · 08/09/2026
The camera is computed, not statically placed. A node says "over the listener's shoulder". At runtime the game finds both characters' heads and builds that shot where they stand. The same node works in a corridor, a hangar or a cave.
100
Myk @nikout13.online · 08/09/2026
Our dialogue scenes in Verocity are not animated. They are described. One node per line: who speaks, the text, the camera shot, the light rig. That is the whole authoring job. A short thread on why Flow Graph carries all of it. A thread into our scope 🧵
140
Myk @nikout13.online · 26/08/2026
Throwback to my old setup. Never have I ever been observed so closely when I was invested in my Old World Blues playthrough.
271
Myk @nikout13.online · 17/08/2026
Yes, crosshair was overdue. Not final design, just an exercise with materials.
030
Myk @nikout13.online · 17/08/2026
Pew
140
Myk @nikout13.online · 17/08/2026
Improvements to dialogues and general typewriter feel. Since I am more than willing to include voice acting, there is some content where you just don't actually need it (like Yakuza with side quests), so keeping big guns for bigger things is the right way to say what I am planning.
020
Myk @nikout13.online · 16/08/2026
I've done a stereo UI system. Toggleable CommonUI widgets can have an audio component added to them that govern whether widgets play in 2D or ticked with converting their geometry to world position + ZDistance.
181
Myk @nikout13.online · 12/08/2026
Navigation spline path generator. NavMesh aware, boundaries prepare. #ProjectVerocity #UE5 #IndieDev
070
Myk @nikout13.online · 07/08/2026
She enjoys the rain. Such a photogenic mistress.
060
Myk @nikout13.online · 05/08/2026
Drop Pod & Mission Board system. Along with some goodies to first person control rig, extra work on Camera System with expanded states and transition parameters. Third person also is going through major changes, but dominant hand always aims at destination. #ProjectVerocity
180
Myk @nikout13.online · 04/08/2026
One of the concepts for #ProjectVerocity very early corrupted Kroen designs. Concept by @sirce.bsky.social go give her a follow!
0112
Myk @nikout13.online · 04/08/2026
Sculpt is now complete, and retopo has also been done! A bit of work as I was mixing Quad Remesher with Retopoflow 4, but we are sitting at 50,400 tris. Managed to make hair cards straight out of blender hair curves, and spread them across the scalp. Coming to stores. Texturing later this week.
0254
Myk @nikout13.online · 02/08/2026
Now the entire silhouette is done!
1183
Myk @nikout13.online · 01/08/2026
Thank you all who joined in for such short session! Got the progress nailed down the head shape now, and played around with hair strands which was amazing to use, great for Unreal's groom support. I am exploring haircards and how to get them right.
051
Myk @nikout13.online · 31/07/2026
Even more progress, successfully done the mask with air pocket, before I start getting into details. #ProjectVerocity
1163
Myk @nikout13.online · 31/07/2026
Yesterday I went more on legs and body, still blockout, voxel remesh for details will be next once I figure out the head and arms.
130
Myk @nikout13.online · 30/07/2026
Who did this
010
Myk @nikout13.online · 30/07/2026
Raptorial anatomy sculpt shall start
1192
Myk @nikout13.online · 22/07/2026
Counter-Strike: Condition Zero is a different kind of nostalgia trip with such NPC dialogues.
050
Myk @nikout13.online · 20/07/2026
It's been very long 5 years to get it sorted, and I'm so happy. Really need to celebrate it, it's been too long of a wait...
3100
Myk @nikout13.online · 13/07/2026
A timeless classic
010
Myk @nikout13.online · 13/07/2026
And the last little sneak peek before we switch to blogposts for more coherent update on my site. VOIP with FMOD functionality, using Discord Social SDK. Filters and sound design set up by @vladislavzh.net Signal Strength, Sanity mechanics & more #ProjectVerocity #IndieDev #UE5
1172
Myk @nikout13.online · 12/07/2026
040
Myk @nikout13.online · 12/07/2026
*Space dinosaur approaching your position rapidly* Huge props to @vladislavzh.net for pluggin in FMOD with plenty of goodies! Learned a lot how to drive those in my code without huge hassle. #UE5 #IndieDev #ProjectVerocity
0181
Myk @nikout13.online · 11/07/2026
Cursed gallery collection
041
Myk @nikout13.online · 11/07/2026
Here is a Weapon Building System prototype that uses Starfield's grid cell building rules. A test to prove boundaries of UX. Still figuring our Drag n Drop projection from screen onto world properly. #UE5 #IndieDev
0121
Myk @nikout13.online · 06/07/2026
Diegetic UI test. Experimenting with projecting from world to viewport space a little more since it was hitchy at dirst. sin wobbleness is similar on the weapon holster, may have to make it docked at some point with conditions. #ProjectVerocity #UE5 #IndieDev
0181
Myk @nikout13.online · 04/07/2026
First Swarm function test... I was destroyed. #ProjectVerocity #UE5 #IndieDev
1171
Myk @nikout13.online · 04/07/2026
Be careful what lurks around... I am loving state trees a lot more! #ProjectVerocity #UE5 #IndieDev
2253
Myk @nikout13.online · 03/07/2026
Porting a wallrun prototype from CMC to Mover is going quite smoothly, now to do the "claw hand" support state machines and stamina calculation! #ProjectVerocity #UE5 #IndieDev
2172
Myk @nikout13.online · 30/06/2026
Behind the scenes using Flow (open source plugin) to make a dialogue system with their own condition nodes.
031
Myk @nikout13.online · 30/06/2026
You can photobomb your friend's conversational shots if you wish to do so.
010
Myk @nikout13.online · 30/06/2026
Quest, dialogue progression and character affinity systems established. #ProjectVerocity #IndieDev #UE5
3241
Myk @nikout13.online · 25/06/2026
I am using "Flow" Unreal Engine plugin that is an open source graph data asset in a way, so I am using it as a dialogue orchestrator which is very designer friendly. I have added function for each instance of a dialogue with an extensive amount of options available. Easier iterations and expansions!
110
Myk @nikout13.online · 25/06/2026
Conversation System UI/UX Foundation. This was on the backburner for a while, but here's the rudimentary demo of how higher-tier conversations get handled in #ProjectVerocity - Any player can talk to any character, that is bound to their affinity and progression. - Scalable design system.
2130
Myk @nikout13.online · 24/06/2026
At this point it feels like I'm developing and running around the game that feels so familiar and I miss it. As in how much more joy it gives you as you find the right spot for weapon feel and movement for example, but it only gets better the more I study contextual animation sequences, maybe I can.
181
Myk @nikout13.online · 23/06/2026
Working on UI/UX foundations for #ProjectVerocity First pass on the ping system: - Each player can have up to 1 ping registered to every other player's screen. - While in Aim-Down-Sight state, the ping marker will fade out if looking straight at it. - Proximity tracker. My Miro board is a mess.
060
Myk @nikout13.online · 20/06/2026
I really thought I'd love spline-slide more along the walls, but letting your controls do it instead just feels right.
000