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Nolram

@nolram.cimbrian.net
708 followers 1K following 1.3K posts

Hi I'm Marl! I make tech & sound for games, and sometimes the games themselves. Worked on games like Horripilant, To The Core, stuff for Teardown, audio for animated things like Anna-Logue. 📍~Hamburg, DE | 🏳️‍🌈 | Any pronouns, DMs always open.

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Nolram @nolram.cimbrian.net · 03/10/2026
Sorry the Horripilant soundtrack still isn’t out - there’s just still a few things in the pipeline before we can out it out ;D
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Nolram @nolram.cimbrian.net · 03/10/2026
I’m so happy to hear this. I feel like I’m loosing my mind as a professional indie dev with how many people left and right - indies, AAA - are resorting to and defending slopcoding, while ignoring the supply chain issues associated with it.
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Nolram @nolram.cimbrian.net · 02/10/2026
Same thing goes for game technology too. Almost every common opinion on game graphics/performance/networking & servers, game engines and so on is wrong about something in some way. Even (or well, ESPECIALLY) the loudest/biggest voices tend to be :)
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Nolram @nolram.cimbrian.net · 02/10/2026
The Green Parrotfish. Why does it look like that and why does it chew on rocks
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Nolram @nolram.cimbrian.net · 01/10/2026
Here are a few highlights: 1. You MUST assume your player is a minor until they go through age verification 2. You REQUIRE a PEGI/USK rating to sell your game (costs hundreds to thousands of Euros) 3. You NEED to write content disclosures about every potential minor-unfriendly thing in your game.
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Nolram @nolram.cimbrian.net · 01/10/2026
and no this is not just about mobile games: Every game that isn’t 1. 100% offline 2. Sold physically is affected. Yes, that includes YOUR indie game!
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Nolram @nolram.cimbrian.net · 01/10/2026
Hey everyone I feel like we should be talking about how the EU is trying to KILL INDIE GAMES (and most other games!) through child safety and age verification policies (EU Kids Act) www.pocketgamer.biz/europes-trip...
pocketgamer.biz
Europe's triple-threat for mobile gaming
There was a lot of concern about the impending announcement around the European Union’s Digital Fairness Act.
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Nolram @nolram.cimbrian.net · 30/09/2026
But it’s an optional plugin you have to enable - not that it’s great that it exists but it just seems like some tangential thing? Did you read the actual blogpost? Alternatives are also sadly really sparse. Shopify for instance odoes way more scummy AI stuff… E-Commerce just always sucks
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Nolram @nolram.cimbrian.net · 29/09/2026
Mostly because there are also barely any publisher deals these days.
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Nolram @nolram.cimbrian.net · 28/09/2026
The stepping is more due to probe interpolation than placement. Depends on how the probes are integrated - I feel like this is an artifact that should be possible to avoid though
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Nolram @nolram.cimbrian.net · 27/09/2026
Especially as a perfectionist getting the lightmaps all looking juuuuust right can eat SO MUCH time. I don’t mind having to align a volume once and having it automatic from there :) But they are undeniably stupidly effective for geometrically simpler scenes and low end targets.
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Nolram @nolram.cimbrian.net · 27/09/2026
But I think to me with lightmaps the biggest issue tends to be just iteration and bake speed, which is why a real-time raytraced preview is one of the biggest quality of life improvements one can add to a lightmapped project. I’m happy to not work on lightmapped projects in general right now though.
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Nolram @nolram.cimbrian.net · 27/09/2026
I agree that they are useful for different scenarios, but I think we’ve had some different experiences with lightmaps :) I’ve worked on a ton of stuff with lightmaps, and almost always there’s a large amount of stuff required to tweak, other than just texel density, from biases to leak fixing.
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Nolram @nolram.cimbrian.net · 27/09/2026
Unity APV is a good example, or I think even Godot’s voxel baked lighting. Many games have shipped using this, from The Division to Quantum Break, and almost every lightmapped game needs one as a fallback for dynamic stuff anyways (like Half Life 2’s Ambient Cubes)
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Nolram @nolram.cimbrian.net · 27/09/2026
Personally, I prefer meshless precomputed GI to lightmaps - Irradiance Probes and the likes are what come to mind. They just don’t have all the texture-related issues of lightmaps (UV seams and such), are still are very cheap to render, and dynamic objects can receive GI from them too.
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Nolram @nolram.cimbrian.net · 26/09/2026
You can’t keep showing up out of nowhere with the most beautiful ImGui interfaces known to mankind
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Nolram @nolram.cimbrian.net · 25/09/2026
What's the memory use of this like? I would imagine this works great for small scenes, but would struggle on larger scenes.
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Nolram @nolram.cimbrian.net · 25/09/2026
For any fellows europeans - yes, the shipping costs are insane (this is for the 12€ pancake mix)
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Nolram @nolram.cimbrian.net · 25/09/2026
1GB STL LOL good luck printing that topological nightmare
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Nolram @nolram.cimbrian.net · 25/09/2026
@kim-hu.com has been summoned
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Nolram @nolram.cimbrian.net · 23/09/2026
Yes they are, why would they not be? Together with cost they are the primary metric by which game performance gets judged. How else would it be?
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Nolram @nolram.cimbrian.net · 22/09/2026
Yeah, Microsoft and other such Megacorps of course work under different rules. But the same core still applies - they still see the data and make decisions based on it, even if internal politics as a factor. But especially "independent" AAA (Remedy, IOI…) is still very dependent on customer support.
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Nolram @nolram.cimbrian.net · 22/09/2026
To clarify - indies are AWESOME and 100% worth your support, but for the games ecosystem to be healthy we need all sizes of developer - from small indies able to make small weird experiments to AAA furthering the craft and tech and getting the broader public into the medium. And AA as the inbetween.
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Nolram @nolram.cimbrian.net · 22/09/2026
FYI this will lead to more layoffs. Sales numbers are directly tied to whether people get to keep their jobs, whether further instalments are made and if Studios get to stick together. Support good AAA games when they happen. Indies will not save us (and I’m saying this as a full time indie).
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Nolram @nolram.cimbrian.net · 22/09/2026
I’m curious what they’ll use for it, whether it’s IW (I doubt it) or something else. But generally Activision/Blizzard are technologically competent so this could be a good change. Or maybe they’ll just keep a UE5 subteam. I don’t think the deployment of UE5 in Campaign Evolved was that great tho.
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Nolram @nolram.cimbrian.net · 22/09/2026
… the editor is restricted by that limitation too. Luckily enough though our editor layout is very straight forward and heavily tabbed, and we don‘t have a lot of always-open windows to worry about. I will consider perhaps taking some time to make the existing panels move-, dock- & resizable though.
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Nolram @nolram.cimbrian.net · 22/09/2026
That‘s true, though I think *for now* it‘s probably fine as is. True window flexibility is hard to achieve because that requires creating and rendering to new windows dynamically, something not supported by our core rendering tech - and since our editor runs ontop of the game runtime…
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Nolram @nolram.cimbrian.net · 22/09/2026
Is this my wakeup call to switch to the imgui docking branch and not do fixed ratio UI layouts?
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Nolram @nolram.cimbrian.net · 20/09/2026
It was published by Epic so yes it is stuck there
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Nolram @nolram.cimbrian.net · 20/09/2026
From what I know, some shader-like effects could be done on the PS2 CPU because of the unified memory making that accessing relatively cheap - plus probably some prerendered matcaps putting in good work. Don‘t quote me on that though, I‘ve not done PS2 development :)
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Nolram @nolram.cimbrian.net · 20/09/2026
And it‘s not like they don‘t have labor issues of their own, from intentionally depriving their employees of work in sensory depravation chambers to force them to resign, to 11 hour workdays, uncredited work and overly strong NDAs…
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Nolram @nolram.cimbrian.net · 20/09/2026
Take Stray, an absurdly detailed game made primarily by 2 environment artists over a span of 6 years, mostly as a hobby project (funding only came in about 4 years into the process AFAIR). It is however also only about 5, maybe 6 hours long. There so many factors at play in the economy of art.
A screenshot of the video game "Stray" showing a highly detailed neon-futuristic street.
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Nolram @nolram.cimbrian.net · 20/09/2026
Also so many people seem to immediately think that cost = fidelity when in reality cost = work * quantity. Some things considered high fidelity CAN be quick and easy, and even when not can still be very economical when done on a small scale or longer timeframe.
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Nolram @nolram.cimbrian.net · 20/09/2026
I also wish people would uncouple style from production value. Something cartoon looking is not necessarily cheaper or easier than something more realistic (I hate that term, I prefer grounded since something can be stylised even while basing itself of reality)
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Nolram @nolram.cimbrian.net · 19/09/2026
I think they're probably aware of the fact that they have in essence burnt any kind of public trust with anyone in the industry doing this; so I imagine that we don't see The Machinery nor the team return after their move to Apple. Deeply unfortunate, I was REALLY looking forward to their tech.
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Nolram @nolram.cimbrian.net · 19/09/2026
There was clearly a lot of goodwill and momentum built up there, with there being quite a bit of velocity behind The Machinery given the unique approach. Such a sudden implosion, with 0 trace of where they went is quite odd because of t hat - Apple must have offered a lot of cash and tight NDA.
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Nolram @nolram.cimbrian.net · 19/09/2026
It is quite fascinating for a few reasons. Before this, I was always quite surprised about the transparency of the team, not just with The Machinery but also their prior engine, Bitsquid/Stingray, like the walkthrough of the engine codebase of that engine for example ( youtu.be/LgbSYxf9vT4 ).
youtube.com
Stingray Engine Code Walkthrough: #1 Overview
YouTube video by Niklas Gray
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Nolram @nolram.cimbrian.net · 19/09/2026
Not sure if this is just because I’m on a phone but the second image looks fine to me? I don’t think the added resolution takes anything away here, the artwork looks great on both
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Nolram @nolram.cimbrian.net · 19/09/2026
Current working theory (with some evidence behind it) is that they got bought out by Apple behind closed doors www.macrumors.com/2026/06/23/a...
macrumors.com
Apple's Latest Vision Pro Tool Contains Traces of Defunct Game Engine 'The Machinery'
The latest beta of Apple's Reality Composer Pro 3, the content creation tool used to build spatial experiences for Apple Vision Pro, appears to contain traces of "The Machinery," an ambitious game dev...
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Nolram @nolram.cimbrian.net · 19/09/2026
Just realised it’s not a subscription - much better, though I feel like core trust issues still sort of apply. Your programming language is REALLY something you need some control over. Especially with how scarred the game tech world is from i.e. "The Machinery" incident and Unity’s licensing debacle
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Nolram @nolram.cimbrian.net · 19/09/2026
The only other case of programming languages like this getting properly funded is to have a company that uses them fund their development (see i.e. Odin), but that‘s a hard thing to achieve when you‘re already monetising it…
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Nolram @nolram.cimbrian.net · 19/09/2026
Oh I fully agree that a developer has gotta eat somehow, but I feel like a subscription in particular is just a poor fit (a perpetual license and perhaps some services would probably work better). Though really, given how omnipresent open-source languages are, it‘ll be a hard sell one way or another
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Nolram @nolram.cimbrian.net · 19/09/2026
It‘s a really nice language syntactically, but for something as core and essential as a programming language a subscription model (where the licensing can change any moment) is not worth the risk
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Nolram @nolram.cimbrian.net · 18/09/2026
If you can give me the name of the provider I can have a peek at which of these options might possible!
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Nolram @nolram.cimbrian.net · 18/09/2026
Classic situation :) If you want to do a blog then there‘s 3 options I‘d think: - See if there is some internal feature akin to a blog - See if there‘s a way to somehow mash a blog into it (via iframes or similar, custom code blocks?) - Make a new website (scary but can be worth it)
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Nolram @nolram.cimbrian.net · 18/09/2026
How are you doing your website currently? Depending on that there‘s a variety of options really!
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Nolram @nolram.cimbrian.net · 17/09/2026
Thanks for the info! I‘ve been struggling to get anything going forearms wise for a while, so I‘ll give some of this a shot perhaps :)
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Nolram @nolram.cimbrian.net · 17/09/2026
What‘s your forearm routine like?
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Nolram @nolram.cimbrian.net · 16/09/2026
Do we know anyone from there that could elaborate?
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Nolram @nolram.cimbrian.net · 16/09/2026
Screenshot from @skillup.bsky.social's review of the game
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