🇲🇽 Regional Producer | Digital Entertainer | Geek Commander | MX Game Industry Lore Master | CHINTOLOLO GAMES!!! - #GameDevEsMiHOBBY

CDMX
Joined April 2016
Phillibert Gamington retweeted
Publish your web games to Unity Play directly from the Editor in Unity 6! 🎮 Test your browser builds faster than ever; just open the Build Profiles window and select Web as your target platform.
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Phillibert Gamington retweeted
The most batshit insane finisher in the whole Ultra series.
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GameMaker's GMRT runtime will soon be free for all developers www.​gamedeveloper.​com/programming/gamemaker-s-gmrt-runtime-will-soon-be-free-for-all-commercial-devs
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Phillibert Gamington retweeted
So clever.
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Phillibert Gamington retweeted
For anyone wondering about those lines, they are called Dynamic Symmetry. It is a useful tool for artists to understand composition more easily.
#ZZZ の最新の動画見てると感じるんですが アニメーションとは AIに最適解を出せない底なし沼な表現技法だなぁと。 掘れば掘るほど AIには到達できない領域かもと感じさせる分野です。 アニメーターはこの表現力を目指せば 今の時代でも自信を持って日々仕事できそう。
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Phillibert Gamington retweeted
With Unity Spark, you can do it all in the browser 🖥️ Games take iteration. Start with a prototype, keep refining and polishing your game with your team, including using the web-based editor for more advanced tools, like tweaking lighting, managing assets, and editing your scene directly. Move beyond a prompt and build a game everyone wants to play.
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Phillibert Gamington retweeted
What if your designers could prep their own 3D data? No specialist tools, no tickets, no waiting. In our upcoming webinar, we will showcase how technical teams can use Unity’s open APIs, SDKs, and MCP servers to build simple, custom interfaces that put powerful data workflows directly into non-technical hands. In just one hour, we'll explore how to build custom data prep workflows, create MCP tools that allow subject matter experts to request datasets without specialist software, and implement effective guardrails and governance. 📅 October 22nd | 8am PT / 11 AM ET 🔗 Save your seat: on.unity.com/Industry3DDataP…
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Phillibert Gamington retweeted
The upgraded Hierarchy window is now enabled by default in Unity 6.6 🪟 ✅ Faster performance in large scenes ✅ Horizontal scrolling ✅ Reorderable data columns ✅ Native Entity & UI Toolkit support
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Heres one example. Going from pose A to pose B works alright, but adding in a pose C can really make an animation shine
This is also why breakdown poses in animation are important
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Phillibert Gamington retweeted
Game Developer veteran Chris Kerr launches Vertical Slice, a games publication "giving workers a voice and holding power to account" bit.ly/4hWds51
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Phillibert Gamington retweeted
Kingdom Hearts had incredible tech. > On the PS2, around ~2002! Even *the* most basic enemy, a shadow 'heartless', had complex rendering and behaviour [for the time]. Flatten, render -> top-down texture, duplicate intersecting polygons, *then* sample the texture on that geom.
#KingdomHearts features these 'Shadow' enemies that can flatten themselves into the ground to avoid your attacks, reposition, and emerge again. It's a neat mechanic that even works on stairs. 🌕💖 How do you think it was done? 🤔 #gamedev #screenshotsaturday
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Phillibert Gamington retweeted
Collision geometry holds index into level palette -> animate tint to target. Polygons are broadly coloured to match expected/apparent realtime scene lighting. Figured it out, directly from the actual game. 🎉 No more conjecture, only certainty :) ~5 years later.
#KingdomHearts. The PS2 game from 2002 that PRETENDED to have realtime lighting and almost got away with it because it's done PERFECTLY. Some inspiration here for #IndieDev and #GameDev (especially mobile).
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Phillibert Gamington retweeted
The full process recorded is now available⬆️🔴
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Phillibert Gamington retweeted
Business coach Martijn van Zwieten encourages indie studios to define their purpose. "Sticking to your purpose will help you attract the right people and make more intentional decisions about your studio's future" bit.ly/4e5Jhah
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Phillibert Gamington retweeted
Great games no longer require massive budgets and giant teams to succeed 🎮 In a recent episode of the Games Business Show, our CEO, @MBromberg, shared why the shifting tides of game development are opening unprecedented doors for indie creators. As the barrier to entry drops, success is shifting from sheer headcount to creativity and smart use of new tools. 🎧 Listen to the full podcast episode to hear our complete vision for the future of game dev: on.unity.com/TheGameBusiness…
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People keep posting “I made a Hollywood scene for $2.” That’s neat. It’s also not the hard part. Anybody can generate a shot. Almost nobody can hold an audience for 2 hours, or build a universe people return to for years. AI collapses production cost. It does not collapse the need for story, conviction, and community.
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Phillibert Gamington retweeted
Weights alone can't fix wrist candy-wrapping. Fixing the twist just turns the arm into a noodle. That's why you need twist bones. #b3d
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Phillibert Gamington retweeted
What if AI could help bring the golden age of 2D animation back to cinemas? I brought this incredible pencil test by legendary Disney animator #MiltKahl for Pinocchio to life using AI. There’s something really special about seeing these rough drawings come alive with a 3D look. And I think that’s where AI could become genuinely useful for animation: letting animators focus more on acting, timing, and motion instead of polishing every tiny detail, like the eyes or nose, as you can see in the rough pencil test used here. AI won’t replace 2D animation. It could help bring it back to the big screen (or Netflix). #Seedance #Dreamina
I don’t like it when people say: “[Insert industry] is cooked.” But when you can do things like this with animation, it’s hard not to wonder if the animation industry really is cooked. I took an unfinished animation test by the legendary and incredibly talented James Baxter and brought it to a finished look using #Seedance 2.5
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Phillibert Gamington retweeted
Say goodbye to rigid bundle layouts 👋 Unity 6.6 introduces Content Directories for local content - giving you granular memory loading, and provides easy migration for existing Addressables projects. 🔗 Learn more about Content Directories: on.unity.com/ContentDirector…
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