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Jet

@perpetualpilot.bsky.social
20 followers 28 following 53 posts

nihowdy / game dev MFA @ SCAD - jetni.carrd.co

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Jet @perpetualpilot.bsky.social · 09/03/2026
12 ending this with the song i'm currently listening to: Symphony by Lamp www.youtube.com/watch?v=1tEX... gooooodbyyeee
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Lamp 「シンフォニー」 M.V.
YouTube video by Lamp YouTube Official Channel
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Jet @perpetualpilot.bsky.social · 09/03/2026
11 thoughts & reflections: - sadly unable to finish the latter half of sprint, but I think did the best I could given the time i had before I had to go - the unreal engine UI system is soooo bad like who designed this - interested in cleaning up the game a bit for a solid vertical slice later on
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Jet @perpetualpilot.bsky.social · 09/03/2026
10 worked with @heathermarra.bsky.social to edit together our final trailer! it will be revealed at a later time 🤫 (the gamer lights keyboard is not reflective of who I am as a person)
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Jet @perpetualpilot.bsky.social · 09/03/2026
09 made some poster variations for press kit using May's artwork
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Jet @perpetualpilot.bsky.social · 09/03/2026
08 for some additional ~polish~ I added a transition in/out screen wipe when transitioning/loading levels
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Jet @perpetualpilot.bsky.social · 09/03/2026
07 then we did some redesigning of our clock to include 3 phases rather than just day and night (a witch gotta sleep ya know) (I don't think this actually got implemented on the programming side but the assets are there when it's ready to be done 🤩)
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Jet @perpetualpilot.bsky.social · 09/03/2026
06 then slight pivot to create a broomstick lever for our scanner pumpkin! you gotta crank the lever to get the next tub to spawn/move along the scanner
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Jet @perpetualpilot.bsky.social · 09/03/2026
05 we would tweak to get renders of to use the graphic element of the UI? a thought exercise for the future then there's the options menu, @wontonsoup99.bsky.social did the BPing! I think in a future built out version, each options category would have it's own page spread to flip through
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Jet @perpetualpilot.bsky.social · 09/03/2026
04 this is how the pause menu ultimately turned out to look like, it's made fully in illustrator but I wonder how it could be if we made a 3d model that
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Jet @perpetualpilot.bsky.social · 09/03/2026
03 Our illustrator/concept artist May finalized our game's splash art! so I got implement that on our menu and it looks sooo good
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Jet @perpetualpilot.bsky.social · 09/03/2026
02 so did some redesigning of them to make them a harmonious style across the board rather than a bunch of different colors
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Jet @perpetualpilot.bsky.social · 09/03/2026
01 i'm currently en route to San Francisco for GDC, so this ultimately was only a half sprint for me since I'm missing this week 🤩 but anyway, started off this sprint making a bunch of buttons that were not liked by poomf (professor oomf)
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Jet @perpetualpilot.bsky.social · 09/03/2026
🧵"Rags to Witches" Dev Logs: Sprint 04 🧵 *part of ongoing game dev process for @dmawdev.bsky.social's production class 🫡 **follow our studio! @ghotigames.bsky.social #gamedev #indiedev
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Jet @perpetualpilot.bsky.social · 24/02/2026
10/10 ending this with the song i'm currently listening to: Twin by Hatchie www.youtube.com/watch?v=GzRP... goodnight
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Hatchie - Twin (Official Video)
YouTube video by HatchieVEVO
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Jet @perpetualpilot.bsky.social · 24/02/2026
09/10 thoughts & reflections (pt2): - excited to continue working on the UI! one of those things to really adds oomf and polish to a student project - I have a lot more modeling left to do for the various things that could pop up in a Portal passenger's luggage, so that'll be my other big thing
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Jet @perpetualpilot.bsky.social · 24/02/2026
08/10 thoughts & reflections: -really liking the new quick and dirty texturing method, feels very scrappy yet works if good color/topology decisions are made - opening UE5's UI blueprint system for the first time in like a year... so badly designed on the backend whew
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Jet @perpetualpilot.bsky.social · 24/02/2026
07/10 also re: glass bottles & liquid shaders prof Kane also swooped in to help us fix those, so everyone clap for prof Kane pt 2 through watching him I also found out you can just clamp a models vertices via a BP to create varying liquid "heights" which is really cool
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Jet @perpetualpilot.bsky.social · 24/02/2026
06/10 our programmer @thatgamedevdylan.bsky.social had placeholder menus BPs already setup so i went in to start placing the graphics and also tinker with button interactivity/functionality, but WIP also stole the book model made by @heathermarra.bsky.social and vectorized it for the menu design
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Jet @perpetualpilot.bsky.social · 24/02/2026
05/10 switched gears for a bit to tackle UI graphics development, focusing on getting the important menus to work for now our main menu will have a splash art that is currently being illustrated by our illustrator/concept artist May, but that will be shown later 🤫
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Jet @perpetualpilot.bsky.social · 24/02/2026
04/10 the models included (continued): - animal parts (additional to come) - mushrooms - gems (additional to come)
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Jet @perpetualpilot.bsky.social · 24/02/2026
03/10 after solidifying the workflow and feeling confident, I just started modeling a bunch of things and texturing along the way the models included: - shop pedestals - eyeballs - herbs & flowers (additional to come)
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Jet @perpetualpilot.bsky.social · 24/02/2026
02/10 so our last style wasn't working super well because of a few different reasons, so with this direction we had to first retexturing all of our existing assets thankfully, we picked up on the style/workflow quickly!
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Jet @perpetualpilot.bsky.social · 24/02/2026
01/10 sooo addressing elephant (mandrake?) in the room, you may notice that our art style looks very different from the previous dev logs... well, yes! new art direction courtesy of prof Kane, everyone say thank you prof Kane
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Jet @perpetualpilot.bsky.social · 24/02/2026
🧵"Rags to Witches" Dev Logs: Sprint 03 🧵 *part of ongoing game dev process for @dmawdev.bsky.social's production class 🫡 **follow our studio! @ghotigames.bsky.social #gamedev #indiedev
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Jet @perpetualpilot.bsky.social · 10/02/2026
12/12 ending this with the song i'm currently listening to: first period by Rei Harakami www.youtube.com/watch?v=8IGD... toodles
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first period
YouTube video by Rei Harakami - Topic
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Jet @perpetualpilot.bsky.social · 10/02/2026
11/12 thoughts & reflections (pt 2): - i think the glass material/fresneling needs to be tweaked a bit more in UE5 - overall, we haven't achieved the flat color lighting stuff we ideally want so that will be a continuous work in progress that needs to be immediately addressed
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Jet @perpetualpilot.bsky.social · 10/02/2026
10/12 thoughts & reflections: - i actually really enjoyed being scrum master and doing scrumming duties, as long as people actually replied - stylized texturing is a lot more difficult than it seems, and getting a whole team to do it consistently is another big hurdle
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Jet @perpetualpilot.bsky.social · 10/02/2026
09/12 our beautiful corner setup has been a group effort with everyone touching the lights/post-processing/set dressing at various points
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Jet @perpetualpilot.bsky.social · 10/02/2026
08/12 making sure the jars/potion bottles were properly setup took a lot of time to do right, as there needed to be 3 different material slots had to be carried through from blender to substance to UE5 the glass material was further tweaked in UE5 for fresneling
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Jet @perpetualpilot.bsky.social · 10/02/2026
07/12 I also modeled + texturing various jars/potion bottles but went a bit overboard future-proofing by creating versions where the jar glass/topper/liquid meshes & textures are combined and then also separated in case we want to have just the jar meshes to house non-liquid stuff
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Jet @perpetualpilot.bsky.social · 10/02/2026
06/12 we started putting together a little scene for a beautiful corner but as you can see, the lighting/coloring still looks muddy and off so we are messing with the tone mapping/lighting to try to get that more flat style
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Jet @perpetualpilot.bsky.social · 10/02/2026
05/12 additional texturing updates from last dev logs models we are really trying to make our game look like how the substance texturing looks when it's just the base color layer, but it's been an ongoing process of figuring out the UE5 settings for that
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Jet @perpetualpilot.bsky.social · 10/02/2026
04/12 after some practice sessions, we settled on the general flats style with some AO and lighting/gradient overlays as the main texturing direction, though we are still fine tuning this the tub from last sprint as an example (with some model tweaks)
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Jet @perpetualpilot.bsky.social · 10/02/2026
03/12 shortly after this sprint started, the members of our team + others participated in the 2026 global game jam, one of the props I made was a masking tape gun and we liked how the texturing looked when it was shaded with just basic flats, so we decided to explore that for R2W art style
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Jet @perpetualpilot.bsky.social · 10/02/2026
02/12 one of the big challenges of this sprint was trying to nail down a cohesive texturing style for all the artists on our team to follow that was doable within our scope/timeline, we ended up losing time exploring various options that all kind of flopped for different reasons
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Jet @perpetualpilot.bsky.social · 10/02/2026
01/12 starting off, I took on the role of Scrum Master this cycle so the first task I set for myself is re-organizing the scrum sheet layout to something that makes more sense to me/the team this mostly involved separating sections for each person rather than by the overarching deliverable
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Jet @perpetualpilot.bsky.social · 10/02/2026
🧵"Rags to Witches" Dev Logs: Sprint 02 🧵 *part of ongoing game dev process for @dmawdev.bsky.social's production class 🫡 **follow our studio! @ghotigames.bsky.social #gamedev #indiedev
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Jet @perpetualpilot.bsky.social · 29/01/2026
👹just noticed the first post with the rags to witches logo is messed up because bluesky doesn't fully support transparent pngs
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Jet @perpetualpilot.bsky.social · 29/01/2026
14/14 ending this with the song i'm currently listening to: jelly by CAPSULE www.youtube.com/watch?v=OIIV... ciao
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jelly (album-edit)
YouTube video by CAPSULE - Topic
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Jet @perpetualpilot.bsky.social · 29/01/2026
13/14 thoughts and reflections (pt2): - need to work on my beveling methods a bit better, the blender bevel modifier is a bit hit or miss for the style we are trying to do adhere to - next cycle will have a lot more to update on art-wise! everything you see should be textured by then
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Jet @perpetualpilot.bsky.social · 29/01/2026
12/14 thoughts and reflections: - wish i had a bit more time to explore logo designs so they aren't just wordmarks - synthesizing everyone's thoughts into a singular game document is hard! - first time doing stylized/lowish-poly modeling so def a learning curve of not modeling how I'm used to
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Jet @perpetualpilot.bsky.social · 29/01/2026
11/14 lastly i put together and edited our sprint updates presentation for class with the help of each member of our studio 🌟
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Jet @perpetualpilot.bsky.social · 29/01/2026
10/14 baggage tub! you know, the thing you put your stuff into when you have to maybe remove your shoes and laptop at the whimsy of whichever agent is on duty it is this shape because i got inspired by some medieval bathing tubs
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Jet @perpetualpilot.bsky.social · 29/01/2026
09/14 baggage scanner pumpkin! there will either be some sort vfx or cloth situation for either opening for the baggage tub (see below) to pass through and be scanned no "conveyer" atm because was planning on creating a tiling pattern then applying to a plane within engine once this is assembled
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Jet @perpetualpilot.bsky.social · 29/01/2026
08/14 modular assets for the baggage scanner part, intended so we can build out either side of the pumpkin (see below) depending on the size of our final environment area
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Jet @perpetualpilot.bsky.social · 29/01/2026
07/14 body scanner! planning on texturing the base dais with runes/glyphs and then have some sort of a flame vfx within the lantern, so they would light up or glow depending on if someone passes/fails the body scanning
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Jet @perpetualpilot.bsky.social · 29/01/2026
06/14 jk here's a nicer shot of the final assets i made, just screenshotted from the viewport i'm kinda bad at sticking to the concept art if I did the original concepting so some big changes happened between the sketch and the final model but this is the imagined layout within the game
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Jet @perpetualpilot.bsky.social · 29/01/2026
05/14 started modeling with blender, but unfortunately I am very bad at documenting my process so here is the blender file with everything I did/iterated at once (one day I will have one of those fancy timelapses)
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Jet @perpetualpilot.bsky.social · 29/01/2026
04/14 for the environment art, I am in charge of creating models for our game's equivalent of the airport tsa body/baggage scanning area pairing that with our magic/fantasy/medieval-esque theme, i sketched out some concepts & started sourcing refs for a pureref board
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Jet @perpetualpilot.bsky.social · 29/01/2026
03/14 took the studio logo and converted it into a splash screen that will appear at the start of our finalized game using after effects
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