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Sara

@sara-objectionable.at.app.wafrn.net
71 followers 296 following 2.3K posts

Dutch game development student trying out all kinds of different computer related things. CW your posts and alt-text your media. Not asking. Permanentl[...] View full profile at app.wafrn.net/blog/Sara_Objectionab…

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Sara @sara-objectionable.at.app.wafrn.net · 05/10/2026
have to explore godot tweens for some stuff cause i didn't want to do manual easing if i can avoid it. And damn that's nice. The documentation suggest the gdscript api is even neater, but in C++ it's still very nice to work with. Much nicer than doing it all manually in the process notif anyway
C++ code: creating a reference counted tween reference followed by initialising a method tweener that interpolates a "tween camera function" three bound arguments (start position, start rotation, and a reference to the camera) from 0 to 1 over "roll in time". Set to ease in and out. Followed by a callback tweener to call "end tween camera"
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Sara @sara-objectionable.at.app.wafrn.net · 02/10/2026
The plan is simple:
Unreal engine behavior tree sequence: Approach (30sec time limit), grab, scream, and finally, run
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Sara @sara-objectionable.at.app.wafrn.net · 26/09/2026
I may have Disease. But I also have kbbibbi
Photo of my bed with both my cats loafing comfortably on top of me
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Sara @sara-objectionable.at.app.wafrn.net · 11/09/2026
Wait shit I've actually got LOD generation working now fuck yeah! this is 1km of space on my laptop running at nearly 100fps. And there's still some trivial optimisation possible ... This whole project may actually produce something that is production-viable at this rate
A highly simplified terrain of a few mountain peaks and a path.
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Sara @sara-objectionable.at.app.wafrn.net · 11/09/2026
Working on terrain stuff in my free time again. Having a lot of fun playing with the particulars of the terrain shader. Most recently: A variance map that multiplies with the regular colours. Goes a long way to hide tiling textures
Screenshot of a terrain in godot. A mountainous peak with a path around it. The area surrounding the hill is bobbly like a highland plain except for a lowlying area just barely suggested off-screen to the right. There is a white cube on the path next to the peak
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Sara @sara-objectionable.at.app.wafrn.net · 10/09/2026
[Death of Charlie Kirk, tumblr repost] Remembering this gem for the occasion www.tumblr.com/magnificentmicrowave…
Tumblr ask response. Question “Is the halo an erogenous zone” answer “i like to think it depends on the context! i imagine in a way its sort of like getting your hair pulled around. or maybe like that weird yanking feeling you feel inside you when you pull on your nuts, except around your brain. charlie kirk was just shot in utah”
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Sara @sara-objectionable.at.app.wafrn.net · 05/09/2026
Sometimes it feels kinda silly to get excited by such minor updates. But honestly I can use feeling some positivity about software products every now and then :neocat_flop__w__256:
Artists view of a collection manager/music listener. Each artist is represented by a profile picture (empty for mine because I don't download those) and album covers spread like cardsArtist page for Sarah and the Safe Word. Albums are categorised by year and shown as foldout lists nested year then album then song.
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Sara @sara-objectionable.at.app.wafrn.net · 25/08/2026
Me: I wish I could separate clauses without ending a sentence abruptly. The helpful comma:
My cat lying on a carpet below my drum set in the shape of a comma
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Sara @sara-objectionable.at.app.wafrn.net · 10/08/2026
[Selfie no eye contact] She thinks she’s Sooooo funny
Signal convo, picture of me in an extremely long,low tunnel captioned “omw back”. Response is two messages, all caps “where the hell are you!?” And “why are you in the murder movie tunnel!?”. First sender responds “the tubnel [misspelled tunnel] smiley face” “I’ve got my Swiss Army knife don’t worry”
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Sara @sara-objectionable.at.app.wafrn.net · 10/08/2026
[Selfie no eye contact] There is an area that’s less hot, but it’s also… This tunnel is the fastest way back to the station btw
Picture of me wearing a camo blouse in a several tens of meters long tunnel, it is dark and the exit is a blotch in the distance. I am hunched over
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Sara @sara-objectionable.at.app.wafrn.net · 10/08/2026
[Selfie no eye contact] Hot weather walking fit, it’s still so dry and warm here
Picture of me in a camo blouse tied into a crop in jeans with a big belt
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Sara @sara-objectionable.at.app.wafrn.net · 09/08/2026
Today’s misadventure: finding somewhere to swim with record-low Rhine water levels. Attached: the dead fish we found at one of the prospective spots
A dead fish lying on the exposed floor of a flood reservoir under the John Frost bridge in Arnhem
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Sara @sara-objectionable.at.app.wafrn.net · 07/08/2026
The cutest beast of the seven alleys returns
Nymf (my partner) petting a big black cat sitting on their lap. The surroundings show a klinker-paved side street
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Sara @sara-objectionable.at.app.wafrn.net · 06/08/2026
Rewrote the fog-shinethrough shader. It now uses the roughness channel accessible through the normal-roughness screen texture to as a mask for a custom depth fog shader implemented using a full-screen rect. Which all together means I can do fun stuff like this :neocat_3c_256:
A screenshot of a godot viewport with all gizmos still visible. The scene shows a backalley of red-brick apartment buildings, down the alley, completely covered in shadow, two red dots shine through the dark. Windows above street level are lit up just enough to shine through the night, but not enough to illuminate what lies ahead
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Sara @sara-objectionable.at.app.wafrn.net · 04/08/2026
Can you tell I've been putting off a system upgrade for a while?
Screenshot of system update progress in terminal showing items 100 to 106 out of 1198 are being upgraded
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Sara @sara-objectionable.at.app.wafrn.net · 29/07/2026
Wanted to have the lit windows shine through the distance fog, and I'm really happy with how that looks. Works by multiplying EMISSION by a factor of the inverse of the depth. So it doesn't get overblown when near the camera (and thus not fogged as much)
A low-poly low-res city scene in godot, an oppressive depth fog covers the scene, windows in the brick buildings shine brightly even through total darkness
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Sara @sara-objectionable.at.app.wafrn.net · 27/07/2026
:blobfoxbongoterrifiedstart:
Email notification reading: Shar released a new game: your pc will explode in 2 minutes
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Sara @sara-objectionable.at.app.wafrn.net · 26/07/2026
I'm having fun exploring these tools I've built. Always loved the aesthetics of doom out-of-bounds so I'm giving myself some time to just play with them like this
A godot scene of a low-poly low-resolution cityscape. The sky, instead of being rendered as a background layer is rendered as a shader applied to a box above the level, creating a neat effect like looking into the scene as if through a city-shaped hole in the void
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Sara @sara-objectionable.at.app.wafrn.net · 25/07/2026
Since this project's primary purpose is to be a quick way to get some creativity in-engine, I decided to do some silly shader bits to replicate the way Doom does level geometry texturing and skies :neocat_happy_blep_256: as well as a bit of a early-3D-style sky shader
Screenshot of a repetitive red-brick high-rise inner street rendered in an extremely limited textures-on-blocks style with a sky that seems to emulate low clouds lit by city lightsThe same city block scene from the outside, showing that the sky shader is actually being applied to the surface of a box placed on top of the level, rather than being a global skyThe same view, a city block from the outside, with the fake sky visible, but now the camera has been wiggled, showing that i have the background set to not clear, very reminiscent of doom out-of-bounds
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Sara @sara-objectionable.at.app.wafrn.net · 24/07/2026
okay I am SICK of modeling and texturing I should've gone with a low-poly untextured style For now this'll have to fucking do, i'm making gameplay :neocat_glare_256:
3D godot scene of a black void with a character and a motorbike in it. The character is wearing a red coat and has midlong blonde hair
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Sara @sara-objectionable.at.app.wafrn.net · 20/07/2026
Texturing the helmet, trying to merge the on-stage and version industries designs
3D godot viewport, closeup of a blonde woman in a red coat staring intensely at the camera. She's wearing a blue motorcycle helmet with a ridge over the centre with bolts next to it. The ridge ends slightly over the face shield in a blunt arrow point
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Sara @sara-objectionable.at.app.wafrn.net · 20/07/2026
bijv: The Girl's sheet. I initially divided it in quarters cause it seemed reasonable, but I think I can take some of the skin quarter to make some more coat details. Or for more details on the boots
LibreSprite screenshot showing a texture atlas divided in quarters, from left to right, top to bottom the quarters are hair, skin, jacket, pants.
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Sara @sara-objectionable.at.app.wafrn.net · 19/07/2026
Also these screenshot don't really show it because I'm trying to roughly replicate the poster for Calling Out, but I do actually have more than one asset for this project so far
3D game scene of a blonde woman in a red jacket wearing a blue motorcycle helmet riding an old blue motorcycle in a pure black void. Her hair is flowing out from under the helmet. The game camera is pointed straight at her face, the frustrum indicating that basically all of the scene won't be rendered
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Sara @sara-objectionable.at.app.wafrn.net · 19/07/2026
always love picking a set of limitations and trying to work with them. Because it inevitably leads to me slowly redeveloping old tricks I learned without context. But now from first principles. Though as usual the feeling I'm left with is mostly "damn I suck at making graphics"
screenshot of a 3d godot viewport. extreme closeup of a blonde character with a motorcycle helmet looking angry and focused at the distance beyond the camera.
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Sara @sara-objectionable.at.app.wafrn.net · 19/07/2026
Figuring out my "personal" style for solo projects. First by making a shader for atlas-based eyes and dynamically placed irises
screenshot of a 3D godot scene. closeup with a blonde character wearing a motorcycle helmet and highly focused eyes focused slightly upward
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Sara @sara-objectionable.at.app.wafrn.net · 29/06/2026
Polishing some of the firing animations, some quirks to work out but making progress. Should probably redo some of the reloads as well once I'm done with these.
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Sara @sara-objectionable.at.app.wafrn.net · 28/06/2026
Now that I have time, I'm working on my main long-term project again. First: layout for the city area based on the level designer's sketches
3D Godot scene showing a misty unfinished city layout from the top-down, revealing the edges of the world just outside the level boundaries. The houses are walls only, with a grand total of 1 door and 3 2x2 roof tiles
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Sara @sara-objectionable.at.app.wafrn.net · 25/06/2026
The pillar was weird when it first arrived, and these balls keep punting rocks at my head which hurts like hell, but the street disappearing is what really puts it over the edge. Seriously, can't have shit in this city man
A red brick cityscape of appartment buildings, there is no street, instead the ground is a pitch-black void. Gray rock orbs with red glowing pupils fly through the sky, a massive purple crystal pillar towers over the scene and mosaic patterns cover various walls, halls and corners
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Sara @sara-objectionable.at.app.wafrn.net · 25/06/2026
There are many things I dislike about this project's graphics (mostly related to corners cut for time), It does have it's good parts
A dark red-brick cityscape of tall apartment buildings with crystaline eyes floating through where the streets should be, instead the ground falls away to a pitch-black void. Bright purple-pink mosaic patterns cover various nooks and crannies of the city. The sky is pitch black as the ground
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Sara @sara-objectionable.at.app.wafrn.net · 24/06/2026
Godot's updated shader editor is so cool
Godot viewport and shader editor, showing a bubble shield effect that is a combination of a simple fresnel effect and a hard-cutoff triplanar mapped texture. The line that calculates the final fresnel effect is previewed on the left side, showing the exact output of that line.
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Sara @sara-objectionable.at.app.wafrn.net · 24/06/2026
Damage states!
Godot shader for a pink bubble shield with some minor cracks in itGodot shader for a pink bubble shield with major cracks in itGodot shader for a pink bubble shield that is almost completely fragmented
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Sara @sara-objectionable.at.app.wafrn.net · 24/06/2026
Sometimes, I don't feel like doing it "right"
Crystaline ice hockey skates in a pink orbCrystaline ice hockey skates in an orb, with a yellow skeleton T-posing attached to them
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Sara @sara-objectionable.at.app.wafrn.net · 24/06/2026
Some fun shader stuff, a shield that protects powerups until you collect the key items
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Sara @sara-objectionable.at.app.wafrn.net · 16/06/2026
Alright pretty much happy with this, behold, the final character model: With design and textures by @eclypia.at.app.wafrn.net
A video game character standing in a metro station. The character has millimetred hot pink dyed hair. And is wearing a low-buttoned vest over a crop-top and jeans. They're wearing a spiked choker. And poking through holes in the skin are purple and pink crystaline kaleidoscope patternsA video game character standing in a metro station, seen from the back. The character has millimetred hot pink dyed hair. And is wearing a low-buttoned vest over a crop-top and jeans. They're wearing a spiked choker. And poking through holes in the skin are purple and pink crystaline kaleidoscope patterns.
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Sara @sara-objectionable.at.app.wafrn.net · 15/06/2026
And it's all real-time so the patches of exposed crystals can grow as the character gets hurt
Relatively low-poly game character. Large areas of the character's arm, collarbone, and legs are torn away revealing a pattern of kaleidoscopic crystals under the skin
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Sara @sara-objectionable.at.app.wafrn.net · 15/06/2026
Alright this actually looks cool as fuck
A relatively low-poly 3d character in godot. The character's arm has white, pink and purple crystals seemingly poking through from below the skin. In some places full patches of the under-skin crystals are exposed, in other just the tips are poking through.
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Sara @sara-objectionable.at.app.wafrn.net · 22/05/2026
Me when the pylons reach for the heavens from downtown
A stylised 3d city street seen from a third story window of a 4-story apartment building. Across the street a large purple pillar towers over the neighbourhood, in the distance another is visible
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Sara @sara-objectionable.at.app.wafrn.net · 19/05/2026
Kibby, in the city
A photo of a black cat with a collar on my lap, my partner is petting the kitty
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Sara @sara-objectionable.at.app.wafrn.net · 17/05/2026
Since I'm posting work rn anyway, here's some (Very WIP) level layout
A metro station platform with two escalators (untextured wedges), and a block. The block has a brightly coloured mosaic projected onto it.The inside of an elevator shaft that looks like it's in an unfinished building with a brightly coloured mosaic projected on the back wall and the ledge below of the exits
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Sara @sara-objectionable.at.app.wafrn.net · 17/05/2026
Slightly less closeup
3d video game character with millimetred short pink hair and eyebrows interrupted near the end and pink eyes and purple lipgloss, in a high-res vector stylised style with dark black outlines and three-tone shading
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Sara @sara-objectionable.at.app.wafrn.net · 17/05/2026
[video game character face closeup] Face
A stylised video game character as seen from extremely close up roughly 4/5ths down in front. They have pink eyes and eyebrows, and matte dark purple lipgloss
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Sara @sara-objectionable.at.app.wafrn.net · 12/05/2026
[Holes in bodies with gemstones inside, idk if this needs a CW but just to be safe] This is a fun idea I think
A character's face where the irises that reveal gemstones beneath the face
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Sara @sara-objectionable.at.app.wafrn.net · 12/05/2026
[Image might trigger trypophobia or similar? Character with gemstones growing out of them] Developing the visual concept for my game :neocat_3c_256:
A _very_ work in progress game screenshot with a character that is just a random white-ish skintone with scratches and holes below which gemstones can be seen in a kinda kaleidoscope style
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Sara @sara-objectionable.at.app.wafrn.net · 09/05/2026
Behold: my new mp3 player
A PlayStation vita with a music player open currently playing paramore
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Sara @sara-objectionable.at.app.wafrn.net · 29/04/2026
Do You Understand?
Game test environment. A hole in the ground with a long wall on one side, interrupted by an opening with a platform inside. Opposite the opening is a pillar. This setup allows a player to wall-run-jump against the first wall, grab the second wall, and mario 64 wall-jump onto the platform in the opening.
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Sara @sara-objectionable.at.app.wafrn.net · 29/04/2026
Do you understand
A test level in godot, a gap with a long wall on one side, and a short pillar in the middle
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Sara @sara-objectionable.at.app.wafrn.net · 28/04/2026
alr that's a decent start for the helmet
An untextured blender view of a character model wearing a helmet with built-in respirator
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Sara @sara-objectionable.at.app.wafrn.net · 22/04/2026
It doesn't really work for the style I'm aiming for with this game, but here's what it looks like with lighting and shadows turned on
A mountainous 3d scene in godot, it's a bit over-lit, but it shows a lot of bumps and humps in most areas, but a canyon through one of the mountains is almost perfectly smooth, enabling smooth gameplay through there
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Sara @sara-objectionable.at.app.wafrn.net · 22/04/2026
Noise modifier DONE Which means that for the first time the terrains look both decently organic _and_ are fully able to support authoring gameplay areas.
A screenshot of a 3d godot scene with a mountainous terrain. One of the mountains in the screenshots has a canyon through it, and a small cluster of pixels represents a character on a bike at the entrance of said canyon
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Sara @sara-objectionable.at.app.wafrn.net · 19/04/2026
anyway by it, well, lets jusr say, mountain slicing beam
A screenshot of a godot scene showing a terrain of two mountains split in half by a canyon. At the bottom of the canyon is a camera gizmo and a Path3D gizmo, implying the terrain is in part defined by a 3d bezier curve. Overlaid on the terrain is a height-line shader that draws green lines every 5m
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