Game Developer & Technical Artist.

Joined January 2015
Hey everyone. After 3.5 years at Meta (ISDK Unity/Unreal, VR tools), I was impacted by the AI restructuring. Now seeking Game Dev/Technical Artist roles; I excel in shader development and tool creation roles. Personal work: euriherasme.com/ youtu.be/SNjpvd4EO_c
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I made it possible to make sloped walls in my relaxing building game 🌳🏡Island architect🏡🌳 Starting to really feel like the building system is coming together, with a good balance of flexibility and it just doing the sensible thing for you.
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Euri Herasme retweeted
Just implemented a custom file-dialog/file-browser control for #raygui, 1000 locs, immediate-mode, handmade from scratch... Quite happy with the result, if only I was paid to work on this kind of things... unfortunately this art soon will be lost... like tears in the rain...
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Euri Herasme retweeted
painting process of 'brun pain' 🍂
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Just a technical artist with a decade experience, solo-developing a first-person exploration adventure game in an engine I've written from scratch. 🔥 This has been one of the most challenging things I've done in my career as a game dev. But its also reignited what I love about games. What got me excited playing games as a kid, the open adventure ahead. This is the game I'm making, and I'm thankful to each and every one of you who has followed so far. It has made the journey that much more impactful, to connect with so many others with the same passion. If you are seeing this, please like and share this if you believe in the project. Steam page is in progress and I'll be doing a proper announcement soon. Follow for more updates coming soon! As always, thank you. 🙏
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Soft Ruin is a open world 3D platformer where you explore a vast, strange, and dangerous labyrinth. A fluid momentum-based movement system Play solo or with friends An interconnected hand-crafted world to discover
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Destructive field stamping. There's only one active constructive brush, destructively stamping into a sparse signed distance field. Good for sculpting complex SDFs without blowing up constructive brush budgets. #MudBun #MadeWithUnity #GameDev #VFX
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Hello there! I built a file-to-speech website using a UI library I created that uses WebGPU as its rendering backend and is written in Rust. One thing I miss when listening to books on Audible is seeing the text itself, as it anchors me in the book and lets me focus more, my mind wander a bit, and imagine the scenes. My other half (Heidy) and I used the reader feature in MS Edge extensively for this, but it keeps breaking or stopping for no reason too often, so I decided to make my own. For TTS, I am using PiperTTS, and the only available voices are those I could confidently say are intended for the public. Check it out at: reader.euriherasme.com/
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If you are on Linux or the webpage shows nothing for you, please go here (github.com/gpuweb/gpuweb/wik…) to check on the implementation status of your particular platform and how to get around it.
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I hit the button ✅😭🐸 🚨BIG HOPS is OUT NOW🚨 Get it on Steam | Switch | PS5 for just $17.99 with our 10% launch discount! #indiegames #nintendoswitch #ps5
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Euri Herasme retweeted
hope you having a great weekend so far, i think i love translating 2d desings into 3d models at least i do it the best that i can, take care😁 #3dtextures #b3d #blender
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The Steam page for Savi's Tale is now live! ✨ Savi’s Tale is a cozy, story-driven exploration adventure. Players take on the role of Savi, a cat preparing a gift for his person in the afterlife. Please wishlist on Steam, and follow us on X 🐾 store.steampowered.com/app/4… #indiegame #cozygames
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Hey! I'm making a City Builder game where you set up production using worker actions. You'll need to choose the right actions to achieve optimal stats and improve performance of your buildings
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Euri Herasme retweeted
I don’t even know how I feel right now… but the Littlelands demo is finally ouuuuut! It’s just a demo, but if you give it a try, it would mean everything to us. 💚🥹
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Euri Herasme retweeted
My post on the Unity blog just went live! If you're interested in how the fire FX of #Ignitement are made, give it a read! -> unity.com/blog/real-time-flu… #indiedev #gamedev #madewithunity
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The Quick hull algorithm in action
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Here's a quick peek at the new lighting in Island Architect! Feels really nice to see the lighting react as you build houses, edit the terrain or watch time pass. The new solution has bounced lighting and reflections, all without relying on ray tracing hardware.
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The "proper" way to generate an oobb from a set of points is to compute a covariance matrix, its eigenvalues, and eigenvectors, and so on. I thought of a naive / brute-force approach that gives good results and is much simpler to implement.
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