Art Director @TuxedoLabs. Voxels. Pixels. Polygons. Paints. Pencils. Games.

England
Joined January 2014
My last #magicavoxel gif for a while! Hope you like it.. :) #gamedev #indiedev
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When I was 3yrs old, I got in trouble for trying to play with the family fish tank. Now, 100+ yrs later @threejs toys and experiments let me relive that fun. (3k lines of code, and I'm still adding things to the "sandbox".) 💦
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#ue5 Lighting is fun
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The game is coming together. Almost feature complete. Added some new enemies like the Skeleton Wizard that swaps position with the player if it brings him closer to a monster. #screenshotsaturday #indiedev #gamedev #ゲーム制作
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I've had the pleasure of working with Dennis for many years now and the stuff he makes is just mind-blowing. An absolute wizard. If you don't already follow him, you absolutely should.
I've been working on structural integrity and stress simulation for the last couple of weeks. Still not sure this is viable for a full game in terms of performance, but maybe. Can now handle one building at 60 fps, but still a lot of optimizations left.
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Next game might be more stressful... Here's an early work in progress of the thing that Teardown always lacked.
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Anyone old enough to remember the "Discussions" filter in Google? It'd show you all posts from any forums related to your search query. Was genuinely amazing for finding info you needed related to any topic. A library of human info at your fingertips. Purposely scrapped.
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Not sure how useful, but you can't argue with the satisfaction
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I also got sick of opening photoshop to create dials. so here is artofpilgrim.github.io/Dials… where you can create your own. Save presets. Export as png/svg. have fun
no more having to open photoshop to create alpha textures from photos artofpilgrim.github.io/level… same process i use in photoshop: Black and White adjustment + levels but now in the browser
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Some physically driven animation for your Wednesday afternoon. After months of trying to get RL to look nice, I've switched over to good old procedural animation.
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Quick breakdown of my process for creating tileable sculpted materials in ZBrush workflow 👇 Clean tiling, strong surface detail, and game-ready results. Full breakdown: artstation.com/artwork/YG3P5… Open to work (freelance / full-time) 🚀
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The Teardown Multiplayer project was a tricky one. It's finally out, and I wrote up the technical details on what we went through to get there: blog.voxagon.se/2026/03/13/t…
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Adding multiplayer to this game has been far more complicated than making the entire engine for single player. This is a project that spans 3+ years and dozens of developers and now it's finally time to let it out in the wild!
🚨 Teardown Multiplayer update launches on PC March 12 – 2 PM CET 🚨 It's time to squad up and cause chaos together 💥 Co-op destruction, physics madness, campaign with friends & community mods like never before. Console version is coming later this year. Watch the trailer 👇
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My game just got released on Steam! 🎉 #indiedev #gamedev
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Next week I'll go to Breda for the Graphics Programming Conference. @GabeRundlett and I will give a presentation on Tuesday about raytracing voxels, covering methods used both in Teardown as well as our new engine. If you are also there and would like to meet up, let me know!
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Recently had the opportunity to build 3 demos to demonstrate the power of game feel! #gamedevelopment
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I made a game for the #zxspectrum. Again :) This is the first-ever 3D platformer for the Spectrum, featuring mind-blowing labyrinths and logical puzzles. The game has 6 unique levels, cool gameplay mechanics, and excellent responsive controls. Please vote! yrgb.org
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This Picasso IV expansion card was state of the art #Amiga hardware back in 1996. My old 4000/040 in currently being repaired so I'm looking forward to getting it all up and running again.
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