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hale

@halefall.net

โœจ๐Ÿ› ๏ธ๐ŸŽจ vfx and tech art orb, gamedev currently at Don't Nod any pronouns linktr.ee/halefall

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09.11.2023
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Latest posts by hale @halefall.net

If you arenโ€™t supporting trans people then itโ€™s only a matter of time before nobodyโ€™s supporting *you,* no matter what happens to us.

26.02.2026 17:56 ๐Ÿ‘ 1479 ๐Ÿ” 424 ๐Ÿ’ฌ 9 ๐Ÿ“Œ 5
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Its been a few years since I did any keyframe creature animation, so my most recent personal project has been exactly that :)

I referenced Daniel Fotheringhamโ€™s quadruped blog quite a bit while learning his workflow, it was a lot of fun :)

Rig by Yang Xiao and Agora Community

17.02.2026 17:53 ๐Ÿ‘ 578 ๐Ÿ” 142 ๐Ÿ’ฌ 13 ๐Ÿ“Œ 1
Why GPUs Are Good at Graphics
Why GPUs Are Good at Graphics YouTube video by eisfrosch

Talking about applications of GPUs to 3D graphics.
youtu.be/VP-q4jFdU8c

01.01.2026 19:40 ๐Ÿ‘ 3 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

i find this idea really fun, i could understand how it feels somewhat immersion breaking but i like the personality of such a system too much for that to matter to me tbh

24.01.2026 13:46 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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I made a directional noise type I call Phacelle Noise which is pretty fast!

Is it new or does something functionally identical already exist? I'm not sure! But I didn't come across one like this yet anyway, so here's my findings:
blog.runevision.com/2026/01/phac...

#Graphics #Shaders #Shadertoy

22.01.2026 15:50 ๐Ÿ‘ 97 ๐Ÿ” 16 ๐Ÿ’ฌ 5 ๐Ÿ“Œ 0
A view from a cave opening of a tree stump and some abstract foliage in front of a waterfall

A view from a cave opening of a tree stump and some abstract foliage in front of a waterfall

The Cave

17.01.2026 18:14 ๐Ÿ‘ 2172 ๐Ÿ” 611 ๐Ÿ’ฌ 23 ๐Ÿ“Œ 2
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i'll be using this displaced plane to represent the simulated surface, but right now i can check that everything is scaled correctly and that the computed gradient gives decent looking normals before i go further #techart

13.01.2026 22:14 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Screenshot of the unreal engine editor, with the third person template project level visible in the main viewport.
The sidebar is visible on the right, slightly cropped, with the outliner and details panel both showing the selected niagara system sitting in the middle of the scene.

Screenshot of the unreal engine editor, with the third person template project level visible in the main viewport. The sidebar is visible on the right, slightly cropped, with the outliner and details panel both showing the selected niagara system sitting in the middle of the scene.

A top down view of the same scene as the first picture, in monochrome red.
It is a heightmap, the further up an obstacle reaches, the brighter its color.

A top down view of the same scene as the first picture, in monochrome red. It is a heightmap, the further up an obstacle reaches, the brighter its color.

started a lil side thing that will hopefully finally let me build out my own library of tools and help me make the shallow water sim project ive been letting sit idle

for now, just a distance field capture as heightfield to get things going

13.01.2026 12:28 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
I'm making a game engine based on dynamic signed distance fields (SDFs)
I'm making a game engine based on dynamic signed distance fields (SDFs) YouTube video by Mike Turitzin

The video:

youtu.be/il-TXbn5iMA

06.01.2026 19:53 ๐Ÿ‘ 214 ๐Ÿ” 58 ๐Ÿ’ฌ 20 ๐Ÿ“Œ 15

quick engine test

05.01.2026 08:52 ๐Ÿ‘ 505 ๐Ÿ” 54 ๐Ÿ’ฌ 14 ๐Ÿ“Œ 2
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I've overhauled my puzzle level generation so a level is now "grown" like cell tissue in a triangle tessellation. New elements can be inserted anywhere, and the whole level deforms to make room. This makes it easier to control topology and create paths that loops around areas.
#ProcGen #GameDev

04.01.2026 16:00 ๐Ÿ‘ 532 ๐Ÿ” 85 ๐Ÿ’ฌ 18 ๐Ÿ“Œ 2
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้›ชใฎ็ตต

25.12.2025 01:26 ๐Ÿ‘ 703 ๐Ÿ” 147 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Swen Vincke @LarAtLarian

Holy fuck guys weโ€™re not "pushing hard" for or replacing concept artists with AI.

We have a team of 72 artists of which 23 are concept artists and we are hiring more. The art they create is original and Iโ€™m very proud of what they do.

I was asked explicitly about concept art and our use of Gen AI. I answered that we use it to explore things. I didnโ€™t say we use it to develop concept art. The artists do that. And they are indeed world class artists.

We use AI tools to explore references, just like we use google and art books. At the very early ideation stages we use it as a rough outline for composition which we replace with original concept art. There is no comparison.

I talked about how we use ML here if you would like to know more:
https://gamespot.com/articles/baldurs-gate-3-dev-embraces-machine-learning-for-tasks-that-nobody-wants-to-do/1100-6531123/

We've hired creatives for their talent, not for their ability to do what a machine suggests, but they can experiment with these tools to make their lives easier.

Swen Vincke @LarAtLarian Holy fuck guys weโ€™re not "pushing hard" for or replacing concept artists with AI. We have a team of 72 artists of which 23 are concept artists and we are hiring more. The art they create is original and Iโ€™m very proud of what they do. I was asked explicitly about concept art and our use of Gen AI. I answered that we use it to explore things. I didnโ€™t say we use it to develop concept art. The artists do that. And they are indeed world class artists. We use AI tools to explore references, just like we use google and art books. At the very early ideation stages we use it as a rough outline for composition which we replace with original concept art. There is no comparison. I talked about how we use ML here if you would like to know more: https://gamespot.com/articles/baldurs-gate-3-dev-embraces-machine-learning-for-tasks-that-nobody-wants-to-do/1100-6531123/ We've hired creatives for their talent, not for their ability to do what a machine suggests, but they can experiment with these tools to make their lives easier.

The thing thats so insidious about using AI this way is that one of the main ways artists get hired are studios looking for art references and they find us and reach out.

This is removing a major avenue to get work if they can just generate nameless derivations of our ideas.

17.12.2025 00:32 ๐Ÿ‘ 7507 ๐Ÿ” 2550 ๐Ÿ’ฌ 106 ๐Ÿ“Œ 90

oh that's really cool! figuring out the normals is where I left off last time I explored this DI, I'm very curious to see how you work it out!

17.12.2025 11:04 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

wait no iterating directly over RTs is really messy as I realized recently, especially reading and writing in the same step

will mess up the RT in incomprehesible ways without proper ping pong buffering, which makes total sense in hindsight

The Grid2d Collection DI should do that automatically

16.12.2025 13:51 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Top down view of a rain puddle, with silt and other debris floating in the water creating intricate and abstract shapes resembling meandering rivers in some parts, and sharp erosion induced runoff in others

Top down view of a rain puddle, with silt and other debris floating in the water creating intricate and abstract shapes resembling meandering rivers in some parts, and sharp erosion induced runoff in others

Side view of the same shallow-ish puddle, revealing the asphalt it sits on. The intricate shapes and patterns are still visible.

Side view of the same shallow-ish puddle, revealing the asphalt it sits on. The intricate shapes and patterns are still visible.

saw a really cool puddle the other day

13.12.2025 21:07 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

L'interdiction des รฉvรจnements du Lyon Antifafest (moment majeure dans la rรฉgion) par la prรฉfecture du Rhรดne est une nouvelle preuve de la fascisation en marche. Soutenez les militant.e.s, bรฉnรฉvoles et intervenant.e.s, ce n'est pas possible de se soumettre.

10.12.2025 22:16 ๐Ÿ‘ 240 ๐Ÿ” 104 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 1
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Here's a cleaned up version with a little breakdown at the end. All made and animated with Substance Designer โœจ

08.12.2025 20:59 ๐Ÿ‘ 27 ๐Ÿ” 8 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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One Industry, One Fight - IWGB Game Workers Video Game Unions Present a United Front Across Western Europe - We vow to increase cooperation between our unions in both the short and long term, and to stay united in front of all thatโ€™s going on i...

"Together, workers can transform their jobs, their careers, and their lives for the better."

Our statement of solidarity with 5 other game workers unions in Europe including @stjv.fr, @csvi-cgt.bsky.social & @gwuireland.bsky.social

www.gameworkers.co.uk/one-industry...

09.12.2025 14:22 ๐Ÿ‘ 69 ๐Ÿ” 34 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 1
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Une industrie, une lutte โ€“ Un front uni de syndicats du jeu vidรฉo en Europe de lโ€™Ouest โ€“ STJV Les travailleureuses du jeu vidรฉo du monde entier ont de nombreux problรจmes communs. Nos emplois sont menacรฉs, nous ne sommes pas รฉcoutรฉโ€งes au travail, et on no

๐Ÿ“ข Avec 5 autres syndicats du jeu vidรฉo en Europe de l'ouest, nous affirmons aujourd'hui notre volontรฉ d'augmenter notre coopรฉration.

Communiquรฉ commun avec @csvi-cgt.bsky.social, FIOM-CGIL Milan, GDRT @social.verdi.de, @gwuireland.bsky.social et @gameworkers.co.uk โคต๏ธ

09.12.2025 12:12 ๐Ÿ‘ 77 ๐Ÿ” 38 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 2
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If you are curious how the morphs were made in Keeper, then you can watch me create this "monkey-bunny" from scratch utilizing the tech I developed for the game. Enjoy and let me know what you think. :)
www.youtube.com/watch?v=f9V_...

02.12.2025 08:40 ๐Ÿ‘ 43 ๐Ÿ” 8 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 2
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โ˜€๏ธ

16.11.2025 11:35 ๐Ÿ‘ 1181 ๐Ÿ” 383 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 1

my mind is screaming PRETTY DOLLCORPSE at me as im reading your replies in this thread so i have to pass the message

utterly painful and sincere, gut wrenching in the best way possible
i could go on it's a raw fuckin album, french rap but i think there are translations being worked on

26.11.2025 16:08 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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very quick doodle

14.11.2025 12:46 ๐Ÿ‘ 161 ๐Ÿ” 18 ๐Ÿ’ฌ 9 ๐Ÿ“Œ 1
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Bonus post to end the week: If you are a graphics programmer do yourself a favor and get a MIDI board. It makes the work way more tactile and fun. Full props to Matt and @aaronmjacobs.com for getting me on the MIDI train. :)

07.11.2025 22:43 ๐Ÿ‘ 69 ๐Ÿ” 13 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 1
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Keeper's morphs are authored as scene-graph or more specifically as a scene-tree, which is evaluated bottom-up. I wrote a โ€œcompilerโ€ which turns the tree into a command list which can be executed on the GPU. The compiler does a fair amount of optimization (e.g. dead branch pruning) to minimize cost.

18.11.2025 19:14 ๐Ÿ‘ 28 ๐Ÿ” 5 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 0

two of them!

24.11.2025 17:46 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

keine ahnung wie das alles in den Arbeitsspeicher passt, sind wahrscheinlich GPU Partikeln

13.11.2025 20:02 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Cats are liquid

Especially on Halloween ๐ŸŽƒ๐Ÿˆโ€โฌ›๐ŸŽƒ

31.10.2025 22:12 ๐Ÿ‘ 8333 ๐Ÿ” 2716 ๐Ÿ’ฌ 76 ๐Ÿ“Œ 31
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Are you an investor, journalist, showcase curator, interested in small-scopes and unique indie game titles? Let's get in touch!

Been working for 1.5 years as a solo game dev on Dungeon Tourists. I am so happy with how far I've got. There are still many things I want to do, but I am having a blast!

27.10.2025 10:04 ๐Ÿ‘ 36 ๐Ÿ” 16 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0