Solution Architect at Epic Games

Joined August 2015
Stephen Phillips retweeted
We built a 5,000 SF Holodeck for our own use at Four Seasons Lake Austin. It's so far ahead of other VR that John Carmack (former CTO at Oculus) and Meta's CTO have flown to Austin to see it. We have it set up in Mountain View this week. 6-min film previews the places we visit in the Holodeck: youtu.be/BSLaRi5sM80 If you’re thinking about moving to Austin and want to visit the Mountain View Holodeck before August 7th: [email protected]
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Here's a #UE5 tutorial for using render targets to make a character movement heatmap. Put people in your space and see where they go! I made it for architectural design purposes but there are lots of fun effects you can do with render targets. dev.epicgames.com/community/…
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My Unreal Fest Orlando talk is now on YouTube! I covered a TON of Twinmotion features, some basic beginner things and a lot of advanced niche things. Regardless of how you use TM, I hope you come away with a few nuggets of inspiration. youtu.be/bWAZly-yTr0
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My presentation from the Cesium Developer Conference is now available if you couldn't be there in person. It's titled "Real Time Fun with Cesium and Unreal Engine" because there are so many creative ways you can manipulate geospatial data in UE youtu.be/SSGmtLQBCdY
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The new "Celestial Vault" plugin in Unreal Engine 5.6 gives you geo-accurate stars, planets, and moon phases. I was able to use it to test out astrophotography positions across the globe with @CesiumJS and Google Earth. It works great with long exposure and time lapse, too!
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Stephen Phillips retweeted
New Twinmotion update! 🚀 2025.1.1 is here! 3D Grass: lush lawns in seconds 🌿 Cloud-based configurators ☁️ NVIDIA DLSS 4 support 🤯 New navigation modes, 10 new clay materials, improvements to the modeling tools and much more! 🔥 Details in our blog: epic.gm/twinmotion-2025-1-1-…
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Stephen Phillips retweeted
🌟 We're excited to announce the release of the 'Dark Ruins' sample project, now available for free on @Fab: bit.ly/3P1QWtm
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Did you know? In-progress and future Megascans are on a public roadmap page for your consideration and planning. There's even a feedback feature to officially recommend a biome or asset to be scanned. #quixel #megascans #ue5 portal.productboard.com/epic…
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Stephen Phillips retweeted
Go beneath the surface of fungi-inspired architecture at Burning Man 🏜️ Burning Man 2024 saw a team of Colombian women represent their country with artwork for the first time. Discover why UE and Twinmotion were key in designing the fungi-themed installation: epic.gm/real-time-burning-ma…
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VisionOS for Unreal Engine 5.5 doesn't require a source build!!
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Stoked to see my Unreal Fest talk already published! Here I give an overview of the 3 major products in the Unreal Engine subscription, @Twinmotion, @UnrealEngine, and @RealityCapture_. You get TM and RC for FREE, so you may as well learn how to use 'em! youtube.com/watch?v=CQY6e_h0…
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Stephen Phillips retweeted
A New Dawn. We're entering the next chapter of the franchise and changing the recipe for how we make Halo games. Go behind the scenes with Project Foundry to explore the creative potential of Halo in @UnrealEngine 5. 🎥 aka.ms/HaloANewDawn
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Stephen Phillips retweeted
Halo is entering a new dawn. All future games will use Unreal Engine, and multiple projects are in development. Find out more in our exclusive interview: news.xbox.com/en-us/2024/10/…
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Stephen Phillips retweeted
The Unreal Fest Seattle Agenda just dropped 😲 Fascinating conversations, mind-expanding moments, and one Epic party. Grab your ticket for Unreal Fest Seattle today, coming September 30 – October 3: unrealengine.com/events/unre…
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Hey everyone! I just released UDCore, a free, open-source Unreal Engine plugin! It's still in early stages, but it currently provides over 60 helpful functions/blueprint nodes. Check it out and let me know your thoughts! github.com/UnrealDirective/U…
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#UE5 and #UEFN videos are pouring in from Unreal Fest Prague. Don't miss them. youtube.com/@UnrealEngine/vi…
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Stephen Phillips retweeted
Game Developer @jourverse has released a five-part Vehicle AI YouTube tutorial series on building a traffic system in @UnrealEngine 5. Watch it here: 80.lv/articles/master-vehicl… #ue5 #unrealengine5 #gamedev #indiedev
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Someone told me they "couldn't get an empty #UE5 scene to render higher than 60 FPS" (make sure you profile in Standalone, folks). After running a test I figured some people would benefit from a reminder that you can opt out of Nanite, Lumen, and all the advanced rendering features that have been added to the engine over the years. Start developing like it's 2015 again and reap the benefits of modern hardware. 435 FPS pictured below @ 1920x1080. Less than 1% GPU usage! 😬
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@McBradd @mattworkman @Antisimplistic @OlixOliver I apologize for misleading you with the A6000. I tried it on my laptop and was surprised to see that a more realistic frame rate was 500-650 FPS. 😂 I know I'm oversimplifying the reality of game dev, but this was just a splash of cold water for people who think Unreal is limited to 45 FPS cinematic masterpieces.
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Stephen Phillips retweeted
Creating 3D text in #UE5 Migrating to #UEFN Didn't know we could do this tell recently, pretty cool.
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