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@stagram.bsky.social
86 followers 114 following 135 posts

⌨️ French 🥖 Game Developper (Unity/Godot/Custom Engine/No Engine) 🖥️ Technical Lead at Evil Empire 👿

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Evil Empire Studio @evilempirestudio.bsky.social · 09/07/2026
🦖New teaser for Brotato: Primal Dread! Get a sneak peek at the jungle of our upcoming Brotato DLC! New dinosaurs, new music, same potato 🥔 Coming later this year, you can wishlist it now on Steam!
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Stagram @stagram.bsky.social · 26/04/2026
Jak 3 vibe goes brrrrr
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The Triple-i Initiative @iii-initiative.bsky.social · 10/04/2026
Boom. All the games The Triple-i Initiative showed off yesterday. We hope you had a good time discovering them with us! If you missed the show you can check it out here - www.youtube.com/watch?v=ShrD...
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HillfortGames @hillfortgames.bsky.social · 19/03/2026
Everybody hold on to your butts. April 9th!
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Stagram @stagram.bsky.social · 19/03/2026
👀👀👀
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Evil Empire Studio @evilempirestudio.bsky.social · 06/03/2026
Our first game The Rogue Prince of Persia just won Best First Game at the French video game awards 🥹 Huge thanks to our players — your feedback helped end up on stage. If the acadamy ever considers creating a “Best Second Game” award for next time, hopefully we’ll have a shot at that one too.🤞
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5 Bits Games @5bitsgames.com · 15/01/2026
DeadCore Redux is now out on Steam! s.team/a/3484260 So proud of this ultimate version of DeadCore: let’s reach the Summit together again! BIG UPS to the people who helped us along the way, especially our playtesters: we couldn’t have done it without you guys ♥️ #gamedev #indiegames #madewithunity
s.team
Save 20% on DeadCore Redux on Steam
DeadCore Redux is a challenging FPS-platformer set in a futuristic universe. Chain precise jumps, manipulate mechanisms with your SwitchGun, hunt hidden collectibles and new shortcuts, and push your s...
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Evil Empire Studio @evilempirestudio.bsky.social · 15/01/2026
2025 was an amazing year with the 1.0 launch of The Rogue Prince of Persia, our first Brotato update (of many!) and another successful @iii-initiative.bsky.social! But 2026 is shaping up to be even bigger & better... Get ready for more of everything, and even more on top of that!
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Stagram @stagram.bsky.social · 04/01/2026
So sad I'm exclusively on Linux. Is there an ETA for the Linux support ?
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Antoine Guerchais @aguerchais.bsky.social · 28/12/2025
Merci à @moggy1.bsky.social pour les nouveaux followers et bienvenue. Ici ça parle peu mais il y a quelques projets en cours. Avec @5bitsgames.com on sort DeadCore Redux le 15 Janvier. s.team/a/3484260 Il y a aussi des projets VR dont une installation musicale et un doc interactif...
s.team
DeadCore Redux on Steam
DeadCore Redux is a challenging FPS-platformer set in a futuristic universe. Chain precise jumps, manipulate mechanisms with your SwitchGun, hunt hidden collectibles and new shortcuts, and push your s...
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Evil Empire Studio @evilempirestudio.bsky.social · 24/12/2025
Spoiler : it's a 9/10! 😎
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Ploko @plokovr.bsky.social · 22/08/2025
I am so happy to share with you that Ploko is out now!!!!! It's an adventure that has come to fruition and our very first personal game release, which is such a thrill 🥳 Please support and have fun! 😸 Meow Meow 😸 #indiedev #cozygame #vrgame #indiegame #canyoupetthedog #canyoupetthecat #gamedev
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Evil Empire Studio @evilempirestudio.bsky.social · 22/08/2025
Our bad, BlueSky! It turns out that releasing a game in the middle of Gamescom made us forget to announce you that... The Rogue Prince of Persia is out on consoles and Steam 1.0 (Switch 1 & 2 coming soon). Here's one of the trailers for the launch. Have fun! youtu.be/RxqkMJCCoTk?...
youtu.be
What makes The Rogue Prince of Persia unique?
YouTube video by Evil Empire
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Game Developer @gamedeveloper.bsky.social · 22/08/2025
Evil Empire tells devs to avoid early access unless their project is 90 percent complete
gamedeveloper.com
Evil Empire tells devs to avoid early access unless their project is 90 percent complete
The Rogue Prince of Persia developer feels the early access slalom is riskier than ever.
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Stagram @stagram.bsky.social · 16/04/2025
It’s not ideal but you can use resources in place of structs if you need serialization
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Stagram @stagram.bsky.social · 10/04/2025
On va whishlist les amis, c'est le goty, Split fiction à côté c'est meh
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Stagram @stagram.bsky.social · 05/04/2025
You know the meme from the office that say "corporate needs you to tell the difference between these two pictures" ?
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Stagram @stagram.bsky.social · 26/03/2025
Yeah its understandable, btw it looks great ;)
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Stagram @stagram.bsky.social · 26/03/2025
If tou prefer higher resolution its possible to create à 32× texture pack and higher unless you keep it in power of 2
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Antoine Tardieu @antoinetardieu.bsky.social · 26/03/2025
I had the pleasure of contributing to the production of N.R.V. as the Art Director and TechArtist throughout the eight months of development. I was responsible for the entire art direction, world-building, and artistic production. www.artstation.com/artwork/x32QE2
artstation.com
N.R.V City Street, Antoine Tardieu
DEMO Steam : https://urlr.me/bHAqz6 I had the pleasure of contributing to the production of N.R.V. as the Art Director and TechArtist throughout the eight months of development. Co-created with my co...
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Stagram @stagram.bsky.social · 26/03/2025
C'est un framework pour créer des outils nodaux, ils avaient déjà sortie quelque chose qu'ils y rapidement abandonné à l'époque et c'était pas documenté ou très peu et mal
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Stagram @stagram.bsky.social · 21/03/2025
IDs are now supported to retrieve elements from UI 🎉 #gamedev #indiedev #odinlang #raylib #gui
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Stagram @stagram.bsky.social · 21/03/2025
discussions.unity.com/t/unity-grap... Maybe this time they will not abandon it in the middle of the development since it's used in the new animation system they are building... Will see I guess I will test it when it goes out #gamedev #unity3d
discussions.unity.com
Unity Graph Toolkit Update (Q1 2025)
Hello Unity community! We are excited to announce the upcoming experimental package release of Graph Toolkit, a graph authoring framework designed to help you build custom node-based tools more easil...
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Stagram @stagram.bsky.social · 21/03/2025
I think that it's much better now! I can build my GUIs by describing the hierarchy of elements in an XML file 🎉 I still have few more properties to support and a refacto for the button to behave correctly with the auto layout system but the base is here. #gamedev #indiedev #odinlang #gui #raylib
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Stagram @stagram.bsky.social · 20/03/2025
I'm creating an auto layout system for my "GUI Framework" in my current project, next step, reduce the boilerplate by externalizing GUI description to a separated file #gamedev #indiedev #odinlang
Example of GUI that use the auto layout system
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Stagram @stagram.bsky.social · 16/03/2025
As you may know, I'm learning #odinlang for a week, creating game mechanics proto, and I tough that put some notes on what I appreciate on the language might be cool. I created a little post that I might improve over time. Maybe you will learn sth. enormous-sunspot-939.notion.site/15-03-2025-O...
enormous-sunspot-939.notion.site
[15/03/2025] Odin Lang - Features Highlight | Notion
Introduction
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Stagram @stagram.bsky.social · 16/03/2025
🚂Cargo can now be placed on rails and move along them Maybe I have to think about a game now with a little scope that I can complete in a short time frame since I already have ideas for my next mini project... Also, have you any reference of pixel art top down trains sprites ? #gamedev #indiedev
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Stagram @stagram.bsky.social · 16/03/2025
I want to make a Captain Toad clone when I see these beauties 🍄
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Stagram @stagram.bsky.social · 16/03/2025
I totally agree, and I've also found that it's difficult to channel all the parisitic ideas that interfere with the true essence of what you want to create, in order to keep the original idea dominant in the final result. It's a mentally difficult process.
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Stagram @stagram.bsky.social · 15/03/2025
I don't know about you but I don't want to work in this setup, never! I want to use my brain not to fix garbage from a machine but to create things by myself since it's my work and my passion. AI can wash my plates, but not take what I love to do for sure 😀
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Stagram @stagram.bsky.social · 15/03/2025
It's a depressing reality 🥲 This type of position will flourish everywhere soon because tech team will need them but at the same time they will be the black sheep in the room that cost money to fix a feature that used to works before but create no new value, finance guy gonna hate this for sure
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Stagram @stagram.bsky.social · 15/03/2025
There is also comptime in Odin with the `when` keyword and you can sign a proc with "contextless" to not pass the context (so no allocator as well). But this way of doing in Zig is dictated by the "no hidden control flow and no hidden memory allocations" policy and it's great they stick to it
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Stagram @stagram.bsky.social · 15/03/2025
Zig is for sure a cool language but it's much more complicated to get started and there is much less QoL and as a result, I find code to be less expressive and easy to understand. For instance, context and allocator in Odin are, in my opinion, handled in a better way. This is only my opinion ;)
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Stagram @stagram.bsky.social · 15/03/2025
For me (and based on my usages) Odin is way better than Zig because: 1. It's stupid simple, I get the same simplicity feeling than with C lang 2. It's packed with modern features and QoL without becoming heavy 3. No package manager and come with officially supported vendors packages 1/?
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Stagram @stagram.bsky.social · 15/03/2025
Our frenetic twin-stick shooter game N.R.V demo is available on Steam: bsky.app/profile/stag... Thanks for hosting ;)
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Stagram @stagram.bsky.social · 15/03/2025
Hey Thanks for hosting! Our frenetic twin-stick shooter demo is available on steam: bsky.app/profile/stag...
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Stagram @stagram.bsky.social · 15/03/2025
🚂 It's railway o'clock! 🚂 Art made by someone that don't understand anything about #pixelart but try to navigate his way in this world (don't be rude please)! I'm using #odinlang and its `bit_set` to handle rail's neighbors and direction, pretty cool flags handling! #gamedev #indiedev #raylib
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Axel 'Vlad' Born @axelvborn.bsky.social · 14/03/2025
Everything is ready & 'final' build has been uploaded. Keys will be sent to youtubers/streamers over the weekend. If anyone is interested in covering the game, don't hesitate to reach out and I'll send a key.
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Stagram @stagram.bsky.social · 13/03/2025
Pixel art with depth 😮 That's cool rdotcdot.de/articles/0/i...
rdotcdot.de
R.C.'s page: Height maps in top-down pixel art
For the 'engine' i developed for my game, i am using heightmaps on my pixel art to achieve various cool effects like dynamic water height, overlapping geometry, decals, 3D lighting and even the scene'...
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Stagram @stagram.bsky.social · 13/03/2025
#odinlang arrays are amazing for two main reasons : 1. builtin array programming 2. bultin dynamic arrays Thanks to these two points, work with arrays is a breeze if I have to compare with other languages I know, atm, it's the best overall experience (ok c# can compete without a doubt)
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Stagram @stagram.bsky.social · 13/03/2025
After zig I'm now toying with @gingerbill.org #odinlang! For this mini project I already have some plans on what I want to do and I will share progress here for sure. ATM I'm creating necessary interaction elements (yeah based on grid again, I like grids). #gamedev #indiedev #raylib
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Stagram @stagram.bsky.social · 11/03/2025
To conclude, it was fun but I don't think I recommend zig as a game dev language. I don't want to compare with other low level languages and it's a personal opinion of course. Next short side project will be based on Rust or Odin, will see.
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Stagram @stagram.bsky.social · 11/03/2025
I also find some aspect of the language to be amazing. To name a few: - Optional and if syntax to unwrap them (don't know if it's possible to unwrap them in another way) - Error handling feels great too - Allocator are great to track memory and know data lifetime - Documentation is Ok
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Stagram @stagram.bsky.social · 11/03/2025
It take time to wrap my head around the memory management (I come from C and C++ mainly). Also, vs code tooling works meh + to debug application it's needed to setup a debug config using the C++ extension. It's not mentioned in the extension readme...
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Stagram @stagram.bsky.social · 11/03/2025
I decided to create: - A grid based move system with collision detection - Implement A* path finding since the grid was already setup and it require collection and pointer manipulation I have to say that I quickly developed a hate/love relation with #zig.
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Stagram @stagram.bsky.social · 11/03/2025
This week-end was the #zig week-end. I like to put together a little project in order to learn/evaluate a new programming language (new for me). Of corse, I used #raylib (it helped to use build.zig and dependencies management). #gamedev #indiedev
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Stagram @stagram.bsky.social · 04/03/2025
Remember when, for few versions only, unity tried to do the same thing but it was buggy as hell ? So buggy that they removed it only one or two versions later! Maybe they should consider buying this guy's work and give him a job to improve parts of the editor 👀... Thanks for the sharing!
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Stagram @stagram.bsky.social · 04/03/2025
Sure it's not perfect but it's isolated in its own namespace so it's not dramatic and you can choose to ignore it. "math" class (yeah naming convention in the trash) doesn't serve the same objective and exists mainly to be used in jobs context with unmanaged resources. But I agree, it's a mess...
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Stagram @stagram.bsky.social · 04/03/2025
(Not) Surprisingly yes and not only with buttons. Btw your button looks pretty good!
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Stagram @stagram.bsky.social · 04/03/2025
We decided to keep this event for later but launch our demo few weeks ago and I have to admit that the result isn't here at all ether... Their is more and more games on the market and it's hard to be seen and win the attention of new players... The hard part is to keep motivation
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