Game Developer / 19. Mostly Environment Art, but sometimes Programming and Game Design stuff Available for full-time positions

Stockholm, Sweden
Joined April 2021
Pinned Tweet
This is actually super beautiful #UE5
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Working on the example map for my Source 2-like UE5 GI Bake plugin release. Features way more than just a simple bake system but more on that later #UnrealEngine5 #UE5 #GameDev
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Getting hella fomo seeing you guys at RDC man!!!!! Next year🤞
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Custom GI system works perfectly with Unreal Engines Level Streaming so don't worry about probes just sitting and collecting memory when a level isn't even loaded in! #UnrealEngine5 #UE5 #GameDev
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Added 3 new nodes that will ship with my custom GI solution: - GTAO Disable: Per material disabling of GTAO, good for stylized foliage etc. Just drop it into a material graph and there will be no GTAO for that material, it will cast GTAO on the env though. - VolumeProbe Sampler: Multiply it with lets say an unlit shader and boom now it samples the baked GI probes so you can experiment with this for foliage and other stylized unlit materials (or realistic ofc). - VolumeProbe Sampler DoubleSided: Apply GI on both sides #UnrealEngine5 #UE5 #GameDev
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Custom GTAO implementation for Unreal that will drop with my GI plugin since the default GTAO implementation is so broken. These results are soooo good and will make non baked dynamic objects feel a part of the scene! #UnrealEngine5 #UE5 #GameDev
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Decided to rework my deadlock fanart environment lighting since i have my custom GI solution as a viable alternative now - what a huge difference! Some satisfying screenshots to showcase #UnrealEngine5 #GameDev #Deadlock
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I found a way to create artist controlled Global Illumination in Roblox Studio. Roblox usually auto generates global illumination depending on the collision mesh but i found a way to bypass it so now i can have artist controlled GI wherever i want! #RobloxDev
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What i did was create a mesh which is 8 small triangles in a cube shape grid. Imported and set collisions to "hull" and then when i scale it up, the "GI" intensifies. Changing transparency of the mesh also changes intensity!
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With vs Without this effect
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My Source 2-like probe system + light baking for UE5 is pretty much done now fully. As seen in the video, with the right volume setup you can have super thin walls without light leaking. Plugin releasing in like a week, after my vacation. #UnrealEngine5 #UE5 #GameDev
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Some satisfying screenshots
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Here is a full showcase of my custom Source 2-like light baking and probe implementation for Unreal Engine 5. Features showcased: - Volume based probe system (full density control, fade between volumes with a volume fade slider, automatic volume priority and custom priority overrides) - GPU Lightmass with expanded features like a custom denoiser and overall QOL (like a bake volume which only bakes objects inside the volume for fast prototyping) - Custom Box Capture implementation to make it easier to use (basically just a custom way of scaling the box capture component since its so annoying) - A custom fullbright viewport option for easier map editing (without having to get visual clutter in the way) Will eventually release on FAB as a plugin for UE 5.7. Everything is running inside an Epic Launcher Downloaded version of UE5 in this showcase. #UnrealEngine5 #UE5 #GameDev
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This system now fully works as a plugin, so i will be able to distribute it as a FAB plugin! 🥳 Still adding some more QOL features, then i will be able to release it :) #UnrealEngine5 #GameDev #UE #UE5
Nearing completion on my custom UE5 volumetric lightmap probe system that is volume based (for baked environments). Uses GPU lightmass as base and then a custom per volume probe system - Completely eliminates light bleeding due to per area control. Allows for blending between volumes and custom resolutions in custom areas. Will see if i can make this into a plugin - currently this is a full engine fork so i am unsure if i can make it happen! Still some things left before i can call it feature complete but currently its working exactly as intended! Fully artist controlled both visually and optimization speaking, no more auto probe placement that is affecting the whole level 💫 #UnrealEngine5 #UE5 #GameDev
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So when is Valve gonna make Source 2 public? Can’t see a better time than this honestly
'The road to Unreal Engine 6' - unrealengine.com/news/the-ro… "for UE6, we see LLMs, generative  AI models, and tools like Claude and Codex playing a central role in helping you build content faster while maintaining the creative control you need."
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Nearing completion on my custom UE5 volumetric lightmap probe system that is volume based (for baked environments). Uses GPU lightmass as base and then a custom per volume probe system - Completely eliminates light bleeding due to per area control. Allows for blending between volumes and custom resolutions in custom areas. Will see if i can make this into a plugin - currently this is a full engine fork so i am unsure if i can make it happen! Still some things left before i can call it feature complete but currently its working exactly as intended! Fully artist controlled both visually and optimization speaking, no more auto probe placement that is affecting the whole level 💫 #UnrealEngine5 #UE5 #GameDev
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Graduation. One could see this as me officially being unemployed. Been a fun couple of years and I can’t thank my classmates enough for our time spent together. Excited for the next chapter and I will finally have the time to work towards my dreams & ambitions!
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Hidden leaf village for a special project i am working on right now. Full showcase soon - just some random screenshots for now 🍃 #RobloxDev
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