I'm a hobbyist modder and game designer who began my journey with level design for Half-Life 1. Over time, I've transitioned to working with Unreal Engine.

Austria
Joined April 2020
EvilReFlex retweeted
Continuing Horror and shooting, this time more focus on boomshooting Probably the most forgotten of the DOOMs TONIGHTS VIDEO youtu.be/2lCpJaP1Ly4
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Another small #UE5RFX plugin: using Photoshop color palettes directly inside #UE5 materials, with switchable color profiles. Color Profile 1 uses all 256 colors, while the screenshot shows Color Profile 2, which only uses blue tones, similar to the frozen-enemy look in Duke3D. ChatGPT was a great help while creating this plugin. Material and shader coding can get pretty tricky.
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EvilReFlex retweeted
The importance of having adequate vertex density for proper vertex lighting! Without enough geometry, the light simply has nowhere to go. A little extra geometry can make the difference between night and day. 👀 Something worth keeping in mind for your PSX-flavored games!
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Saw a lot of people posting their "My 9 Games" #My9Games, so here's my list: C&C: RA - The reason I wanted a PC. Worms - The first game I ever played on a PC. Half-Life - I started level design with the editor that came on the CD, without internet access or tutorials. World of Warcraft - I had a PC in 2005. Enough said. Grim Fandango - The best adventure game ever made. Awesome German dub. Clonk - The first game I ever played in multiplayer. Skyrim - My most-played and most-modded game. Mass Effect - I love every bit of this game. Lula - I know, weird, but it was the first game I played with more adult and kinky themes. Definitely memorable.
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Added Quake & Source-style light flickering to the #UE5RFX Vertex Lights plugin! Instead of sampling curves, flickering is driven by a simple string-based letter code (e.g., 'a' for dark, 'z' for bright). This method is slightly cheaper than using curves and comes with pre-configured HL1 presets out of the box! #UE5 #UnrealEngine
Here’s a first look at my new Fast Vertex Lights plugin for #UE5! I completely rewrote the light manager from my #UE5RFX Lights system in C++, since the old Blueprint-based manager had become a major performance bottleneck. The shader itself has barely changed. Most of the performance improvement comes from the new C++ manager. #UE5 #UnrealEngine #gamedev
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Here’s a first look at my new Fast Vertex Lights plugin for #UE5! I completely rewrote the light manager from my #UE5RFX Lights system in C++, since the old Blueprint-based manager had become a major performance bottleneck. The shader itself has barely changed. Most of the performance improvement comes from the new C++ manager. #UE5 #UnrealEngine #gamedev
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Its also possible in materials to disable the vertex interpolation and using a normal map. (if wanted)
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#PSX vertex snapping happens in screen space, projected vertex positions are quantized to the resolution "pixel grid" before the triangles are rendered. Many modern retro games still do it with world-space snapping, and even some paid PS1-style packs implement it incorrectly. This clip shows my #UE5 implementation with the snapping resolution exaggerated to just 32×32. I also overlaid the grid so you can clearly see the cube’s vertices locking to it. #PS1 #RetroGames #GameDev #IndieDev
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I’ve made a small #UE5 plugin, which allow materials to load textures directly from external files without importing them into the Content Browser. PNG is the convenient option for small textures, pixel art and UI. It is lossless and easy to create, and the plugin can optionally generate mipmaps after loading. PNG textures are uploaded uncompressed, they use more VRAM. DDS is the better option for large textures or projects using many textures. BC1-BC5 and BC7 remain GPU-compressed, embedded mipmaps are used directly, and no runtime decompression or recompression is needed. Once loaded, DDS textures behave like regular Unreal textures, with little to no noticeable FPS difference. Both nodes work in the Editor and packaged Shipping builds using portable relative paths. Tested with UE5.4-5.8. Useful for moddable games, external texture packs and replaceable assets. #UnrealEngine #GameDev
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I've been thinking a lot lately about level design and level editors from the 90s, and I'm still amazed by how far ahead the UnrealEd was in 1996. It showed the actual in-game rendering, lighting and meshes directly in the editor, and you could hit Play and test your level right there. Even its core viewport controls were so good that they're still used in the #UE5 editor today. The WorldCraft editor that came with Half-Life in 1998 had much more awkward 3D viewport controls. You also had to compile the map and launch the game just to see the final lighting and test it in-game.
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I made a #Quake3 style movement plugin for #UE5 with Vanilla Q3 movement, optional CPMA features and multiplayer support. You can download it for free on my Discord server! UE5.4 to UE5.8 supported. #UnrealEngine #gamedev #UE5RFX
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EvilReFlex retweeted
I made this Blender add-on to voxelize meshes for my own game, and I'm wondering if I should release it for the price of a Big Mac to help fund development. It's written in Python, automatically rebuilds materials, and with a single click you get some pretty cool voxel results.
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Built a cubemap (skybox) shader for #UE5 using a single 3x2 texture atlas and only one texture sample. It works in any material, on surfaces like in classic Quake engine games, or as a full-screen post process effect. It also supports texture filtering without color bleeding on edges. #UnrealEngine #GameDev #UE5RFX
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EvilReFlex retweeted
Free tool: #MaterialMaker 1.7 is out Check out the new features in the #opensource alternative to #Substance3DDesigner, including a new Dynamic Sky Material If you want to support development, the software is now also available on Steam cgchannel.com/2026/07/open-s… @R0dZill4
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#Minecraft Alpha 1.2.2 Terrain Generator in #UE5. (It's not imported, the UE5 world gen uses the same algorithm as the original MC version, it even mimics Java's RNG). It's also very configurable; adding new blocks, ores, fluids, and shapes is very easy. It even supports stairs and slabs, aligned textures for logs, and MC-like fluid flow. Used for testing the seed of a famous German Minecraft YouTuber Gronkh. Full plugin done with the help of the new ChatGPT Sol 5.6 model. It's amazing how well it works.
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Testing "new" features... noise values for block IDs. Rotated Blocks, Slabs, Stairs...
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This texture makes every game better! #gamedev
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Got sprite rotation working on foliage 🌿 The tricky part: foliage meshes are instanced, so in the material they don’t provide a simple unique object location like regular placed meshes. I needed that object location as the pivot point for the sprite rotation, so my usual setup just didn’t work. This fix will also be included in the next #UE5RFX release, along with many other fixes and new features! #UnrealEngine #gamedev #retro #UE5
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