Jesus follower, game dev, dad, musician - opinions are my own, Sr. Dev Rel Engineer @ Epic Games

Seattle, WA
Joined March 2008
The Go/No-Go poll for orbit on Starship flight 14 felt like a movie scene, so I scored it as if it was
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Subnautica 2 is releasing into Early Access on May 14, 2026 at 8AM PDT! Check our map to find out what time it will be for you, across the globe 🥳 Read more about the Early Access launch here ➡️ unknownworlds.com/en/news/su…
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My erosion filter is out! Video, blog post, and shader source. It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks. Explainer video: youtube.com/watch?v=r4V21_uU… Companion blog post: blog.runevision.com/2026/03/… #ProcGen #vfx #GameDev
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In the coming days, employers will see a stream of resumes of once-in-a-lifetime quality folks. An important thing to understand is that Epic never lowered our hiring standards as we grew, and the layoff wasn't a performance-based "rightsizing" as companies call it nowadays. It's a sound bet that anyone with Epic Games on their resume is in the top few percent of their discipline.
Sad news for Epic Games. Hope the efforts to turn things around can work. gamesbeat.com/epic-games-lay…
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Sharing pre-release Mesh Terrain doc Mesh Terrain is our upcoming tech supporting non-uniform res, full 3D and multi-users through non-destructive modifiers workflows and PCG. While experimental, we look forward to feedback and seeing your experiments! dev.epicgames.com/community/…
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What's this? Info on Unreal's next-generation terrain solution? 👀 Full 3D, enabling overhangs and tunnels?! Multi-user non-destructive modifiers, and it can still import heightfields?! Both Nanite and trad LODs 🤯dev.epicgames.com/community/…
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New blog post: A Decade of Slug This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain. terathon.com/blog/decade-slu…
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Slug algorithm is now open source and patent is public domain! Thanks Eric! Hopefully this means that awful font rendering in some apps and games will be a thing in the past.
New blog post: A Decade of Slug This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain. terathon.com/blog/decade-slu…
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2 more Nanite Tessellation posts are up. graphicrants.blogspot.com/20…, graphicrants.blogspot.com/20…
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Unreal Fest is headed to the Windy City June 16-18 and we’re looking for speakers🗣️ Got a compelling project built with Epic tools to showcase at Unreal Fest Chicago 2026? Well, we wanna see it! Proposal submissions are open now through Jan 22. Submit yours today: epic.gm/Unreal-fest-chicago-…
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So I discovered an interesting technique for refraction/distortions by putting the iterator step into the turbulence wave function (so each iteration has slightly different turbulence)
"Surf 2" for(float z,d,i;i++<1e2;o+=(1.+cos(i*.7+t+vec4(6,1,2,0)))/d/i){vec3 p=z*normalize(FC.rgb*2.-r.xyx);p=vec3(atan(p.y,p.x)*2.,p.z/3.,length(p.xy)-6.);for(d=1.;d<9.;d++)p+=sin(p.yzx*d-t+.2*i)/d;z+=d=.2*length(vec4(.1*cos(p*3.)-.1,p.z));}o=tanh(o*o/9e2);
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GDC complete. Next stop? Unreal Fest Orlando and State of Unreal 2025! Keep those eyes glued to our channels for details on the upcoming extravaganza in Orlando, it’s going to be magic😉
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If you’re ever staring at a progress bar in PIX and wondering what’s going on, there’s a log output in File > Output that usually has details.
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Epic Games is coming to GDC! Check out the list of talks my amazing coworkers are going to deliver right here 👇 I'm super curious about "Preempting Challenges in AAA Unreal Engine Development", which talk are you most excited about? #uetips unrealengine.com/en-US/event…
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There have been a number of conversations taking place in the Epic community about shader stuttering and its impact on games. In this video we discuss why this occurs, what developers can do about it, and what Epic Games is doing about it #uetips youtube.com/live/i35yf-wh3Bs…
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I wrote down how I think about and remember compute shader input naming in HLSL:
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Graphics Programming weekly - Issue 369 - December 8th, 2024 jendrikillner.com/post/graph…
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I wanted to do a side-by-side comparison of my procedural animation to hand-authored animations on some models I bought. This is so I can better study what I need to improve. When I got my comparison tool running for the first time, this is what I was greeted with! 😅 #ProcGen
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