
Independent game developer | @NeverRestStudio on Bluesky, Mastodon and Cohost | he/him
United Kingdom
Joined March 2015
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I fear progress may slow now as it has become too much fun to test.😅Some basic AI in place to fight against now and getting your dodge timing right to return a counterblow feels quite rewarding, though all needs more tweaking/polish, of course. #gamedev #madewithunity #indiedev
Never Rest Studio retweeted
A hidden element of an in-game camera is how we prevent collision without the player noticing! Here is a brief look into a few of the ways I prevent this in my game.
comment if you have any specific questions about this!
Never Rest Studio retweeted
N64 and PSX artists rejoice - my vertex/normal painter tool POLYPAINT is now (finally) live on the Unity Asset Store!! 🎊
Grab it 30% off for the launch week - I can't wait to see what you all do with it!
assetstore.unity.com/package…
Never Rest Studio retweeted
Got a first version of waterfalls working! Really fun to see the water react and new little ponds and waterfalls form as you edit the terrain.
Next I’ll look at some better shading, VFX and solving lots and lots and lots of edge cases.
Never Rest Studio retweeted
Making a simple but comprehensive character controller for Unity which can be a hurdle for a lot of people starting out. Handles slopes, stairs, platforms that move, rotate, and stretch. I'll put it in a public repo when its all finished. #GameDev #IndieDev #ScreenShotSaturday
Never Rest Studio retweeted
today's work on mysterious desert generator™️
- improved voronoi-based rivers!
- smooth out cliffs near rivers (spiky mountains🙅♂️)
- grassy textures (vertex paint mask) near rivers
- character/camera controller???👀
#madewithunity #gamedev
Never Rest Studio retweeted
Lerp is used everywhere in games. It’s simple, but combined with a few small tricks it becomes incredibly powerful.
This thread is full of visual examples.
Never Rest Studio retweeted
going to great lengths to make my outline shader as hand-drawn as possible
Never Rest Studio retweeted
Here is the reveal trailer for our first game, Demi and the Fractured Dream 🫨!
Demi and the Fractured Dream | Reveal Trailer!
Never Rest Studio retweeted
from your favourite developer of games that never came out like pigeon simulator and last man sitting, comes the next thing that never comes out: HandPlant
#gamedev #screenshotsaturday
Never Rest Studio retweeted
Just swapping out the model at a specific frame works surprisingly well for a transform animation 😁
#blender3d #gamedev
Life shouldn't give you something this precious, someone you love this much, and then take them away again. But I'd take all the heartbreak again for the time we did have. I hope SO MUCH he's doing OK and finds his way home but I'll keep him with me the only way I can until then.
Never Rest Studio retweeted
My (Wii Play 'Tanks!' inspired) game finally HAS A TRAILER! And a STEAM PAGE! And a PUBLISHER!
◥◣◥◣◥◣◥◣◥◣◥◣◥◣◥◣◥◣
This is BOMBSHELL BLITZ! 💣
Got my 1st tattoo yesterday (will be a while before it looks its best, but already really happy with it). It's for my cats, who I ironically now have to be careful to keep it away from, haha. The lily is for Tiger Lily and the needle is for Boc (after the seamster in Elden Ring).
Never Rest Studio retweeted
I was heartbroken and blindsided when I learned that my job was no more on the morning of February 19th. This is not the ending to the journey I had dreamt of and committed myself to seeing through — not by a long shot. But despite the confusion and sadness, I know there’s something new on the horizon for me.
This isn’t the end, and I’m excited to discover a new path — but I need your help! If you need a passionate, dedicated and loyal Game Developer or know someone who does, hit me up!
Thank you.
Here’s a glimpse of what I bring to the table.
#gamedev
Never Rest Studio retweeted
Playing with something called Laplacian blending.
it is a really nice way of blending two textures where high and low frequencies in the image are blended at different MIP levels so that things blend into one another in a really pleasing way. (edited)
As you can see there is none of the ghosting that an ordinary soft masks gives you.
It does a really nice job of blending heightfields.
No loss of high frequency data and yet there is no discontinuity in height.



















