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Nick Mower

@shimmey.bsky.social
99 followers 346 following 9 posts

Technical Artist at HavenXR and leader of the Starry Expanse Project. I also run techarthub.com, which is pretty neat.

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Reposted by Nick Mower
Ben Elliot @bonkinteractive.com · 12/06/2025
First pass on the gizmos! Thanks to @shimmey.bsky.social for sharing his awesome grid shader. So good for prototyping. #gamedev
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Hawtpixel - Darrell Flood @hawtpixel.bsky.social · 01/01/2025
Hey everyone. I'm running a deal on all 650 of my commercial use fonts until the 31st! Representing over a decade of my font output, at a crazy low price of just $19 (less than I normally license a single font for!) Cheers and a Happy New Year to all! :) hawtpixel.itch.io/hawtpixel-fo... #gamedev
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Nick Mower @shimmey.bsky.social · 09/01/2025
Inventory systems are one of those 'more complicated than you think' types of feature, and everyone has an opinion. Here is my attempt to break down a few inventory systems from games that have inspired me, and to identify common ground from which I can build my own. techarthub.com/an-inventory...
techarthub.com
An Inventory System for All Seasons - techarthub
This is my Inventory System. There are many like it, but this one is mine.
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Nick Mower @shimmey.bsky.social · 06/12/2024
In the last 24 hours I've been followed by 15 different 'indie gaming' bot accounts. Why so many all of a sudden?
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Nick Mower @shimmey.bsky.social · 06/12/2024
The 'plugin-ification' of my Shooter Sandbox project continues with the release of the Action System, a blueprint-only (and currently much more primitive) alternative to the Gameplay Ability System. techarthub.com/action-syste...
techarthub.com
Action System 1.0 Released! - techarthub
The key to everything the Shooter Sandbox is about. Mostly Shooting, I guess.
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Mare Pan @paarsec.com · 26/11/2024
Sometimes I love my job
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MOTORSLICE | Regular Studio @regularstudio.bsky.social · 25/11/2024
BOSS GOES VROOOOOOM
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Polygon @polygon.com · 24/11/2024
Minerva: Metastasis is the best Half-Life game Valve never made
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Minerva: Metastasis is the best Half-Life game Valve never made
A user-created mod whose mystery and appeal has withstood the test of time
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Harry 💬 @halisavakis.com · 24/11/2024
So I wanted to play a bit with some datamoshing effects, and I stumbled across this trippy effect 👀 I feel like this will come in handy at some point, in some project, maybe 🤷‍♂️ #gamedev #unity3d #madewithunity
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celestialmaze @cmzw.bsky.social · 24/11/2024
energy lances
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Eromancer @eromancer.bsky.social · 25/11/2024
Going to start showing off some of our progress on the next Pure Onyx boss!🤩✨ #gamedev #indiedev #3danimation 🎮
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Nick Mower @shimmey.bsky.social · 25/11/2024
I have collated the sales data from three years of selling assets on the Unreal Marketplace into some simple charts. I'm a strictly small-time creator, but if you're thinking of selling your own work on a storefront like Fab you might glean something useful. 🤞 techarthub.com/my-unreal-ma...
techarthub.com
My Unreal Marketplace Journey - techarthub
Breaking down three years of marketplace sales data and reaching some dubious conclusions.
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Matt Nava @mattnava.bsky.social · 23/11/2024
Funny story: Journey had no automatic shadows. I painted them all by hand. The shadow texture was not hi-res. To get the iconic sunset columns to cast sharp shadows, I made sure that they aligned with the pixel grid of the texture. Here you can see the shadow map I painted.
The sunset tunnel moment from the game Journey, where the player slides from right to left past columns throwing shadows towards the camera. The bright glowing sun sets behind the distant mountain. The scene is tinted in glowing warm shades.This is a black and white texture I hand painted to map shadows into the downhill scene in the game Journey. Most games generate these textures automatically, but I did it by hand because we did not have the tools to do so during Journey's development.A close up of my hand painted shadow texture, showing that the shadows of the columns in the sunset tunnel were aligned with the pixels of the texture to achieve maximum sharpness in game, despite the resolution of the texture being very small for the amount of area it was covering.
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voyager212 / Mac Rebisz @macspace.bsky.social · 24/11/2024
It get's a bit windy in the upper parts of gas giant's atmosphere. At least there are no thunderstorms (at this moment).
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Space @redditspaceviewes.bsky.social · 23/11/2024
James Webb Space Telescope’s infrared view of the Pillars of Creation
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D, Hunter of the Dead 💙🌙✨ @dekubrush.bsky.social · 20/11/2024
Potion seller. I’m going into battle.
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Mrmo Tarius @mrmotarius.bsky.social · 20/11/2024
Quick test using the current version of the process. What about "Delicious Voxels" for the name? :D
3D render, the result of a Blender-based process that turns a voxel model into what looks like delicious candy sweets. This one is a micro island with a waterfall, tree and some flowers.
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Simonschreibt @simonschreibt.bsky.social · 18/11/2024
HUGE overhaul of my Game Art Tricks overview - 84 Articles/Videos about cool Tech Art and Realtime VFX! Now everything has a nice thumbnail so that it's easier to discover the content. simonschreibt.de/game-art-tri... Let me know if there are problems! #gamedev #realtimevfx #techart #vfx
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Harry 💬 @halisavakis.com · 20/10/2024
Here's a first draft ✨ go.bsky.app/Bih7pqu
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