
Love things made of carbon fibre, especially if they make a loud noise. Maker @unity3d. Previously a Pirate @RareLtd, Rally Driver @Codemasters.
Leamington Spa
Joined May 2009
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Over the last few days I've been playing with @NVIDIAAIDev Instant NeRFs. I took about 50 photos of this amazing gate in Grasmere and then rendered out this video. Big thanks to @jonstephens85 for the inspiration. Enjoy!
#InstantNeRFSweepstakes
youtube.com/watch?v=WQ8bjN5w…
Andrew Dennison retweeted
Folks. Can I explain something about world models? Seems like today might be a good day for that.
Advances in large-scale “world models” — whether developed by partners like Google or others — materially expand the frontier of interactive content creation. These models can generate high-quality, interactive, video-like experiences from natural language or minimal input.
Today, they are primarily editable through prompting, which limits the level of determinism and precision required for production-grade game mechanics. As a result, their outputs remain probabilistic and non-deterministic, making them unsuitable on their own for games that require consistent, repeatable player experiences.
Rather than viewing this as a risk, we see it as a powerful accelerator. Video-based generation is exactly the type of input our Agentic AI workflows are designed to leverage—translating rich visual output into initial game scenes that can then be refined with the deterministic systems Unity developers use today. Our agents already generate high-quality scenes from static video. Interactive, camera-controllable video from world models would further enhance this pipeline and materially improve the fidelity and speed of early-stage content creation. We believe this represents a meaningful step forward for AI-driven development across the industry.
Unity’s role is to operationalize these advances. Outputs from world models are ingested into Unity’s real-time engine, where they are converted into structured, deterministic, and fully controllable simulations. Within Unity, creators define physics, gameplay logic, networking, monetization, and live-operations systems to ensure consistent behavior across devices and sessions.
This combination enables developers to move faster from concept to scalable product: AI accelerates environment and asset generation, while Unity provides the execution layer that transforms generated content into reliable, monetizable experiences.
As a result, world models expand content supply and reduce development friction, while Unity remains the system of record for runtime, distribution, and long-term operations. This dynamic broadens Unity’s addressable market and reinforces its central role in the interactive ecosystem.
Andrew Dennison retweeted
My brother David and I revisit our high school to reenact his 1985 Prince of Persia motion-capture performance, 39 years later.
He's still got it!👑
jordanmechner.com/en/books/r…
Andrew Dennison retweeted
Have you heard about Daniele Spadoni's The Fan Game - The Secret of Monkey Island Recoded?
It's almost like the original Monkey Island, except with a different walkthrough and GUI.
You can run it under @ScummVM!
▶️ archive.org/details/tfg-mi-r…
#LucasArtsMonth #Retro #FanGame
Andrew Dennison retweeted
#MakeWay is currently 40% for a week in the totally misnomered "Steam Daily Deal". Grab yourself a bargain. Get your friends to buy it too. Leave us a lovely review!
store.steampowered.com/app/1…
#IndieGameDev #steam #SteamDeck #buythatforadollar #PleaseBuyMyGame #HowDoHashTagsWork
I wonder if anyone knows how to get in touch with Steve from @RetroPassionUK? I’m trying to get an update on the Amiga 4000 board I set him 18 months ago but despite trying for 6 months I haven’t been able to get in touch. Does anyone know how to get in contact? Thanks!
Turns out that @romero isn’t just the game developer we all want to be, he’s also the fan that every game developer deserves.
Lovely stuff! ❤️🥋🍏
Tore through @romero's "Doom Guy" in two days. I was moved, & learned a ton. His open and insightful account of 1980s, 90s & 2000s game-dev stirred powerful memories.
Reading chapter 5, I felt like I finally got to meet the crazy kid who wrote & mailed this letter in 1985.💾📨
Andrew Dennison retweeted
A very rainy day here… today’s plan - some work prep for tomorrow - then playing ‘Sea of Thieves - Monkey Island’ and pretending to be 12 again 😂
Andrew Dennison retweeted
Just say you're from Stoke. Nobody cares which particular town of the Potteries you're from.
Andrew Dennison retweeted
Playing F-19 Stealth Fighter on my recapped, restored and neat as new IBM PS/2 Model 30 #retrocomputing #retrogaming just like back in the day!
Andrew Dennison retweeted
first part complete. that was awesome. they nailed the world design and there was a lot of satisfying story beats. some of the quest design was rough and gathering pieces of eight super tedious but I was mostly impressed and enamored by it. it legit felt like Melee Island 👏👏👏 – at Petaluma, CA
Andrew Dennison retweeted
New potential bootup intro for Double Out Darts - think it looks better without the title text getting in the way.
May still be a bit dizzying but not as much as the full z-rotation :D #DoubleOutDarts



































