This has made my day!
Wasn't sure the team would merge it after I left. Well they did, and a player found it. ๐ www.reddit.com/r/MonumentVa...
This has made my day!
Wasn't sure the team would merge it after I left. Well they did, and a player found it. ๐ www.reddit.com/r/MonumentVa...
screenshots from Monument Valley 3, colourful architecture and small characters
screenshots from Monument Valley 3, colourful architecture and small characters
I've been working on Monument Valley 3 as an artist and animator for the past 3 years and its just come to an end. These are some of the screens that I'm really proud of. Our team did such an amazing job on this game and I constantly feel lucky to be able to be a part of it.
Not expecting my problem solving paper to mean anything to anyone, I just feel like its becoming a piece of art in itself. My love-hate relationship with the triangular grid. #gamedev #indiegame #triangles
Last night at Secret Life of Fungi Live with Merlin Sheldrake. More than a talk about #fungi. An interactive audio-visual spoken word performance that was deeply fascinating and poetic. One takeaway, all living relationships have a non-fixed position on the parasitic-mutualistic spectrum. #mycology
Hi folks ๐ I am available now for freelance UI/UX design work (but also 2D art, illustrations, motion design or art direction).
Don't hesitate to drop me a message for any new opportunity!
See more of my work:
โจ cedrepradier.com
๐ฎ cedreprader@gmail.com
Day 4. It has endured a lot of rain but its still standing and now oozing black ink.
#mushroom #fungi #mycology #nature
ImGUI does the job alright, though I will definitely consider alternatives in future projects. For in-game UI I've been holding out for PanGUI. I'll be interested to see how you get on with Rive, honestly not one I've looked into much.
Nice! Building your own editor specifically for your project rocks. I'm doing the same and really love the power and freedom. It's a world apart from extending a premade engine editor. Is your editor and game within the same executable?
Hey Dan, I haven't actually used Love2D on my current project, though I mention in my devlog that I really should have made the prototype with it, rather than Unity. I really enjoyed using Love for prototypes years ago and look forward to using it again. How are you finding it?
Day 3. Looking somewhat dishevelled.
#mushroom #fungi #mycology #nature
Same mushroom photographed yesterday and today. Lets see what it looks like tomorrow. #mushroom #fungi #mycology #nature
A group of four mushrooms growing on a decaying oak log with moss and acorns around them.
Enchanted mushrooms. Fun with a Tamron macro lens, a couple of LED panels and a soaking wet temperate rainforest! ๐๐๐๐
#natureisbeautiful #macrophotography #onlybeautifulthings #fungus #mushrooms #fungifriends #photography #fungi
Solar Sleep System is out now - available on all digital platforms to stream or buy!
Sleep / Stargaze / Meditate / Focus / Daydream / Walk / Write / Paint / Pray / Play to 1h 18m of very #ambient spacey dreaminess ๐ค ๐
open.spotify.com/album/5Mpgxn...
Its great! I've got it on as focus music.
Venus is making one of my model cars resonate ๐
New dev-log post about the engine/framework/tools I've been using for prototyping and now pre-production of my game
kinemat.dev/posts/what-a...
#indiedev #gamedev #monogame #love2d #unity3d #devlog
A code screenshot focused on the class name "MathSaviour"
Writing game code when suddenly I need a math function.
First I check System.Math and MathF.
Nope, not in there, how about XNA.Framework.MathHelper?
Damn, not in there either.
This looks like this a job for...
"But lets look at what you could've won..."
Maybe you have to be British to get this one.
A line of code declaring a Selector node named "Grow Selector".
I've been working on a behaviour tree for fungi mycelium. I just felt like sharing this unintentional pun.
ZERO!!!!1101010111000
Monument Valley 3 Official Sound track - Now available to buy and stream on all digital platforms ๐๐ฉท๐ฉถ๐๐ค
open.spotify.com/album/1O8s3B...
....2
Yesterday was sadly my last day at ustwo games. But the exciting news is that I have left to work on my indie project full time. So I decided to start a dev-log to share my progress with anyone who might be interested, and it starts here: kinemat.dev/posts/my-fun...
Really happy that you enjoyed it. Thank you for playing and the kind words, it means a lot!
Oh! I've become too Americanised to even see what you were saying.
I always assumed those were British nursery rhymes, both were commonly sung in my childhood. But yeah, very dark. Rock-a-bye baby another one.
Another downside, last time I checked UI toolkit didn't support custom shaders. Which was a deal-breaker for me.
It's an unannounced personal project. All the Monument Valley games were developed in Unity.
But I would still consider an off the shelf engine for any project that had bigger technical requirements. The point is to think about it and don't overvalue familiarity. Be prepared to leave the prototype where it is and start fresh with different tech. It can work out very well.
I switched my current personal project from Unity to the Monogame framework just over a year ago as I realised Unity wasn't providing much I needed for it. It took time of course but momentum v good now. Time to load, compile and build is tiny. My tools are exactly what my game requires.
Nah I'm just joking. My sister told me when I was 5.