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God of War!! Here is a short cinematic animation test I did back in 2009 for Sony Santa Monica. I only had the audio file to go off of without any context, so I envisioned a Kratos that was calm, but having none of it and ready to throw hands. (I'll link to the scene GoW3 in thread) 1/4
Blueprints fans, which absolutely includes me, need to read this! Also go get @Tezenari 's BP addon while you're at it
For the past year and a half, my team and I built gameplay systems that had to scale to thousands of concurrent players in the same zone. Backend and frontend, across multiple different game modes.
We were not allowed to write a single line of C++.
Instead, it had to be done all in blueprints. 😭
We were working in a heavily modified custom Unreal Engine build with a very unique networking system. Nothing like what you're used to. External plugins weren't an option, and neither were the useful built-in ones like GAS or Choosers.
And since the custom engine was in its alpha state, there were many opinionated implementations we had to painstakingly work around.
So if you've wondered where my recent fascination with blueprint utilities and blueprint optimization comes from, that's the reason.
I personally built several of the gameplay systems from scratch as what we needed to build wasn't a part of the custom engine's implementation.
- A simplified version of GAS with attributes, gameplay abilities, and more
- A highly optimized projectile system that works for any weapon or projectile type (pure math, no built-in physics)
- A fully customizable weapon system
- An inventory, item, and world item system
- Plus many others
And that's not counting everything the rest of the team built.
These systems had to support wildly different game modes and gameplay types. Which forced us to build as abstractly and as optimized as possible.
Again, only in blueprints. And at scale.
I won't romanticize it. Working in pure blueprints was painful and a massive time sink. My team and I wished for C++ constantly as it would have literally saved us months of work.
But with that said, we pulled it off. Multiple successful open betas and a public tournament (which was a pretty cool experience).
Now, I've spent over 10 years developing in Unreal for a wide variety of projects from games to extensive aerospace training simulations. But I have to say that I learned more about blueprint optimization in this last year and a half than in any project before it.
Anyways, regardless of what people say. It's entirely possible to build complex games using just blueprints. And sometimes, you don't have a choice in the matter.
Do I recommend a blueprint-only project? Absolutely not. Build the core in C++, iterate in blueprints.
But if you ever end up without the choice, blueprints can carry a lot more than people give them credit for.
Remember, most Blueprint nodes are thin wrappers around native C++ engine code. The cost is the VM stepping between nodes and copying values across pins, and that overhead unfortunately ships with your game.
Blueprints run as bytecode even in a packaged build, and with nativization gone since UE5 there's no cook step that saves you.
You pay that tax per node executed, so one heavy call beats a long chain of small ones.
Keep your graphs highly structured and organized, stay event-driven instead of tick-heavy, and blueprints will scale further than most people ever really push them.
Giving this a shout out for vis! #blueprintsforever
Directive Utilities 2.0 is out (previously UDCore)!
I built this from the Blueprint nodes I kept wishing Unreal Engine had.
It now includes 195 runtime and editor utilities, and the whole thing is free and open source.
Now supports UE 5.6 - 5.8
github.com/UnrealDirective/D…
This vid will give all of us, artists and those that love and support art in whatever form (no AI isn't art) that is, some solid feel-goods!
I've been creating games for almost 30 years, self-taught everything, full time animator, modeler/sculptor, and to some small degree coding (thank goodness for Blueprints...while they last @UnrealEngine 🙄). Point is that AI-slop (srsly, can't call it 'art' man) has absolutely no place in my world but got-damn do we just get inundated by this shit. You feel that weight, moreso with all the layoffs in our industry and just wonder if our art is becoming valued less and less.
Anyway this video is inspired and made me feel more strongly about my desire to create. The characters and worlds I imagine all from my head and hands, and I'm even more excited about that KNOWING that I made everything you see, and will see, by hand.
youtu.be/9lo8wpMnFww
Jeez just went through the tutorial-walkthrough vid...wow is this impressive. Fwiw ALL of @WillFaucherVFX 's tools are fantastic so I can't recommend these enough, and now including EasyWaterscape (aka graphical thirst-quencher)
(Just to note I apparently buy all his tools now because daaamn son, and so should you)
After many months of work, I’m happy to (finally) announce the release of EasyWaterscape for #unrealengine! With realtime ocean/water simulation, dynamic foam & shorelines, underwater transitions, buoyancy, and one-click presets, it is what I think is the easiest water tool to use and get fantastic results with.
You can get it right now on @fab
Full tutorial here: youtu.be/dXuwb4PpodQ
#gamedev #ue5
For anyone that's been impacted by the layoffs as of Jan 2024 uvw-cwa.org/hardship-fund-20…
Omg this makes me so happy!! More of this plz!
Development continues on Melkhior's Tower for Playdate. Here's a quick fire selection of clips. Pixels by @hot_piping and music by @alberto_mcalby.
bitglint.itch.io/melkhiors-t…
#melkhiorstower #playdate #gamedev #indiedev #pixelart
I still remember when I first saw the games on this thing how special it felt having only owned a 2600 at this point.
Fast forward to today (well 5 years ago) and I added a CIB Colecovision to my collection and it felt special.
Looking at it now in my display case STILL feels special!
One of my absolutely favorite games when I was a kid. exQUIZitely encapsulates it's history succinctly. Love it
Imagine creating a single game that allows you to retire at 28...
River Raid (1982) was special for more than one reason. Obviously the game is an all-time cult classic. It wasn't just "good for its time" - it was legitimately excellent in terms of design and pushed technical boundaries.
However, what stands out the most is who created it. Carol Shaw, a solo female creator delivering a million-selling classic in a male-dominated space.
To give you a better context: In 1982 the gaming industry extremely male dominated, only 3% of the developers were women - and only a fraction of that in leading roles.
Shaw started at Atari in 1978 (one of the first ever women in such a role) and moved to Activision. River Raid is her most famous work, and she's widely recognized as one of the earliest professional female video game designers/programmers.
River Raid became hugely successful - lucrative enough for her to retire early - and helped normalize women in game development. It was a quiet but significant milestone in an era when the field was just forming and considered to be "just for guys".
Today's gaming industry is still male dominated but the ratio is not 3% women to 97% men anymore, but around 25% women to 75% men. Carol Shaw didn't just push technical but also social boundaries, normalizing women in the gaming industry.
Steven Bodnar retweeted
Set a reminder to watch #SummerGamefest Live on Friday, June 5 from the Dolby Theatre in Hollywood: bit.ly/sgf26cal
Steven Bodnar retweeted
Updated indie support list coming soon 🎮
I’m not a game critic — I just love games and share my thoughts.
Check out these developers, visit their Steam pages, and share your own opinions too.
Your feedback could genuinely help an indie developer ❤️
#IndieGames #IndieDev
Steven Bodnar retweeted
UE 5.8 Preview 1 is live! Check out all the great updates! Here are some of my favorites:
- Animation Mixer in Sequencer (Experimental)
- Simple View for Sequencer
- Retarget Override Sets
- Blendshape Rigging Tools
#UE5 #Sequencer #IKRetargeter #gamedev #animation #cinematics
Unreal Engine 5.8 Preview is live!!
portal.productboard.com/epic…
I'm incredibly proud of this release and excited to get it out to you all.
We are now pushing into new territory with what you can do with the animation tools in Unreal.
100%. Keeping with the theme for today! I love seeing this so keep'em coming!
The saddest thing about indie games?
Some of the most creative projects ever made will never be discovered by most players.
Not because they’re bad.
Because nobody talks about them.
That’s why supporting indie devs — and each other — matters 🎮
#IndieGames #IndieDev #Gaming
100%. Follow Joe as on top of supportive sentiments like this, he's doing a killer job getting eyes on some fantastic games that people might otherwise miss!
Happy Bioshock-Archival Saturday all!
This perhaps might be interesting to someone, so here's an in-engine shot from 2011 of Liz's 'Smart Terrain' anims that gave her a bit of life, interacting with the world as she walked around on her own. The animations were on the proxy side of things and the in-engine blending doesn't help, so these are a bit stiff.
The important takeaway here is that these help find the 'heart' of what we were trying to accomplish. Even if the anims weren't perfect, once properly implemented seeing Liz running around the world an interacting with it is a ton of fun and when you finally played Bioshock Infinite you probably didn't even notice a janky animation here or there! (I hope! lol)
To note I'm digging through these ancient .max files and they're a tad broken in Max 2027 (e.g. CAT rig isn't behaving) so I might not find as much as I'd hoped. It appears I'll need to start posting all brand new, original stuff soon. Stay tuned!
#gamedev #screenshotsaturday #bioshock #bioshockinfinite #animation #characteranimation






















