🇪🇨🇲🇽 Dad // Game Dev // Photography // Films 🫶🏽 // Senior Material Artist @thatsnomoonent // IG 📷: chrisxvasquez

Chicago
Joined July 2009
Hey #PortfolioDay, I'm a senior material artist @ThatsNoMoonEnt I love trying to make realistic materials, noodling in shaders, & environment art! 🎨: artstation.com/chrisnvasquez
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This is why they were trying to spook everyone for those tax breaks 😂
JUST IN: Anthropic recorded a staggering $80,000,000,000.00 net loss in the first half of 2026.
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Chris Vasquez retweeted
True punk is the perseverance of the human spirit.
Palestinian skaters in Gaza continue skateboarding among destroyed buildings and damaged streets despite the war
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Closer to living my post apocalyptic hot wheels mad max dreams ruled by pokemon currency
Real life, baby
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This is outrageous. Don’t stop complaining about this company as it intentionally benefits from the theft of artists due to their expansive use of these theft based models. Raise your concerns loudly until they change directions and if not just stop supporting Epic games.
Epic Games has internally delayed the release of a shooter game they’ve been developing featuring Star Wars & Marvel characters. • Developers on the game have now been told to only use AI to write the code — “No more hand-written code” • All art for the game would be “generated with full AI workflows” (Source: bloomberg.com/news/articles/…)
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Chris Vasquez retweeted
This is why young people are so apathetic to the workforce and the culture of “professionalism”. They don’t give a fuck and THIS IS WHY.
Employee Gayle is going viral for being honored with just flowers at her retirement after working 44 years at Walmart.
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Chris Vasquez retweeted
I used to be immersed in the world and story of this game. I remember being in Traverse Town, thinking about how they did things, and how the game was made, years before being involved with game development myself. It's incredible, that years after, I can just see the data/information of the simulation <- the systems, actually behind the gameplay and mechanics. 👀🧠
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.
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The people in this thread commenting things like "why waste your time doing this when ai can do it for you" truly do not understand the point of life.
The stop-motion animation work behind LAIKA’s WILDWOOD (2026) is absolutely insane. 136 handcrafted sets, over 200 practical puppets and 49 animators working across 231 weeks, with some shots producing just 1–4 seconds of animation per week. @LAIKAStudios #Wildwood, #LAIKA_partner
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Anyone who loves any type of art has to show up for this
Laika’s ’WILDWOOD’ is early tracking to earn only $6M-$10M on its domestic opening weekend. • Budget was of around $100M • One of the lowest openings for an animated film in 2026 (Via: boxofficepro.com/long-range-…)
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Chris Vasquez retweeted
Disney and DreamWorks are churning out CGI sequels every year, while animators at LAIKA spent 11 years in an Oregon warehouse hand-weaving tiny coats for puppets to make Wildwood LAIKA’s last movie lost nearly $75 million in 2019 and any other studio would have pivoted to cheap animation. God bless Nike founder Phil Knight for funding his son’s stop-motion passion project so we can get actual hand-crafted cinema. Support real art.
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Back on my #unrealengine Landsmass erosion tool from a while ago. Cleaning it up, added splat map support, layering, presets and more. Hope to submit it to FAB on Monday 🤞
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A progress bar is cool, but now let's make a circular one. Initially without sections. Follow me so you don't miss the next version. Yes, I’m continuing to work on the UI for the game and create Unreal Engine materials for that #gamedev #UnrealEngine #UE5
I’m continuing to work on UI. I need to display a progress bar with tick marks - for instance, to show scanning progress or volume. I’ve activated my "Unreal Engine shader entity" and created a material for this purpose #gamedev #UnrealEngine #UE5
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This is why message boards like gamefaqs rocked hope he got the answer
someone save this poor kid😭
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This Star Wars: Galactic Racer voice acting though! 💀🤣
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Chris Vasquez retweeted
I mean, they’re not even trying to hide it anymore.
🚨 Pete Hegseth gives speech echoing Nazi Germany imagery.
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I love that they do this far from the city cause they would simply get rocked lmaooo
Jake Lang has arrived at the Palestinian festival in Bridgeview, Illinois, and tensions are already high.
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Yall virgins are weird af.
Replying to @Awk20000
Pro tip for any game dev: Stop putting women into shooter games unless they're meant to be primarily eye candy The guys who play these games don't want to be ordered around by some butch masculine girlboss It appeals to no one and is off-putting to nearly everyone
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Chris Vasquez retweeted
Production process for my Key Visual Art of CROSSFIRE by @ThatsNoMoonEnt All painted by hand on a Wacom Cintiq in Adobe Photoshop. (1/4)
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Our partners at @MortalShellGame are looking for a Technical Game Designer to help build and polish combat in Mortal Shell II - fully remote, no micromanagement, real ownership over your work. The game dropped in August and already has 11,000+ Steam reviews behind it. Apply → tinyurl.com/39fjn6ez. Looking to land your next gig? Create a free profile and upload your portfolio at tinyurl.com/3jstmcbc. #sponsored #ad #80LevelTalent
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Chris Vasquez retweeted
I would not be surprised if many movie-goers just assume that the water is part of the 'plate photography', when there is none. For those of us working in #VFX and know just a wee bit more about how challenging FX liquid sims can be, this is straight up voodoo magic good.
Simulación de fluidos y partículas para #AvatarTheWayOfWater. Un breakdown por fases y capas que revela el extraordinario trabajo del equipo de Wētā FX para crear agua digital completamente creíble. #VFX #EfectosVisuales
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Phase 2: Interaction system. I added intersection and a history buffer. Normals are driven by slope in world space The more you intersect something the stronger the normal. Next is water and puddles.
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