Nolram's Avatar

Nolram

@nolram

Hi I'm Marl and I make digital things! Any pronouns. DMs always open. Technical Art / Game Audio person looking for work! Huge game technology dork. Big robot sometimes. Cimbrian menace. πŸ“~Hamburg, DE | πŸ³οΈβ€πŸŒˆ

645
Followers
774
Following
838
Posts
21.08.2023
Joined
Posts Following

Latest posts by Nolram @nolram

Super fascinating, reminds me a bit of Disco Elysium - thanks for sharing!

08.03.2026 02:17 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Very cool! Pre-render to lightmaps or like directly to screen?

07.03.2026 07:50 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Wow! Is this 2D? 3D? How does the lighting work?

07.03.2026 01:09 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

And I thought you couldnβ€˜t get any cooler.

05.03.2026 06:33 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

How exactly does this work? What does it do?

04.03.2026 06:09 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Finished horripilant by @pasgame.ca and GODDAMN IT'S SO GOOD, if you like incremental/idle/clicker games and horror stuff it's PERFECT, kinda gives me Vermis vibes

Oh and the soundtrack is SO GOOD, @nolram.bsky.social did AMAZING with it, I need to buy it separately NOW

03.03.2026 23:40 πŸ‘ 21 πŸ” 2 πŸ’¬ 1 πŸ“Œ 0

Itβ€˜s in the works!!! More info soon :)

04.03.2026 00:44 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

The point at which it turns more into what I would call "building an engine" and becomes more difficult is roughly around the time you start building tools and hardcoding your gameplay loop less. At that point the scales shift and premade engines become easier (but less fun I think :D)

03.03.2026 09:37 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

If "making an engine" constitutes actually doing stuff like writing rendering and other runtime code from scratch Iβ€˜d definitely agree. But if we count "using a framework" (i.e. LΓ–VE or Raylib) then I think the scales shift a bit because small games are genuinely easier to make on them.

03.03.2026 09:37 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

This is awesome.

02.03.2026 04:48 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

This is the amazing and awful thing about using custom tech; if I encounter an issue, I can fix it!
In fact, I am the only one who can ;-;

02.03.2026 04:46 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

post about exactly this. gameplay programming is exciting!!!

01.03.2026 10:25 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

The scariest part is the UI flow. Confirm/Cancel buttons change place randomly depending on the menu, there are submenus within submenus without orientation indicators… It looks visually super funky but the UX needs some cleaning

28.02.2026 21:00 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Mine list would definitely have the pickle video as well, just such a good performance

28.02.2026 06:43 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

It feels like so many people enjoy difficult games so much these days that I almost feel crazy for wanting games that challenge me just enough to not be boring, but not too much to be frustrating

27.02.2026 04:46 πŸ‘ 5 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

Funnily enough the original red faction did something way more complicated by doing real-time booleans. No idea how they got it to work so stable and fast.

27.02.2026 02:08 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Or you break compatibility once and make a whole new renderer rather than maintaining 3 separate systems…

25.02.2026 17:44 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I didnβ€˜t even hear about the demoteam getting laid off. What a moronic decision.
BIRP was architecturally a simple renderer, but thatβ€˜s where everyone was when it was made (~2015-2017). Taking a more incremental evolutionary approach would have been a better solution.

25.02.2026 17:44 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I wonder how the demoteam will handle this, if they even exist anymore.

I still believe Unity should have kept going with BIRP and evolved and modernised that instead of the whole LWRP/HDRP/URP nightmare. Like, Adam ran on BIRP. And it performed amazingly and looked fantastic.

25.02.2026 17:11 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Theyβ€˜re capitulating in the higher end space.

25.02.2026 17:10 πŸ‘ 0 πŸ” 0 πŸ’¬ 4 πŸ“Œ 0

I don’t think high-end matters, but looking unique is important. Whether that’s through more detailed styles or something else doesn’t matter, but right now especially retro-aesthetics are completely oversaturated. We need new styles.

25.02.2026 00:16 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Saying "there shouldn't be AA or AAA" is essentially saying "I don’t think people should have a stable employment in games"

24.02.2026 20:42 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I feel like many indie proponents don’t quite understand how many new indie teams get spawned out of AAA. A lot of the tech indies use also originally came out of AAA. It also matters because a lot of extremely successful indies don’t start studios, meaning less people get to make a living in games.

24.02.2026 20:42 πŸ‘ 3 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I did the music and sound for this - please check it out, every copy sold and review written means a ton to us :D

20.02.2026 18:20 πŸ‘ 12 πŸ” 7 πŸ’¬ 0 πŸ“Œ 0

100% recoup, no funding

(Actual deal some publishers offer that people take…)

24.02.2026 17:20 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Small indie publishers in particular are really pushing on this front. Everyone wants to have their own version of whatever is popular.

24.02.2026 16:39 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Saber are definitively the right publisher for certain types of games, especially the kind they tend to make - but some games they held previously were definitively mismanaged by them, especially more community-oriented stuff. Ask me how I know…

24.02.2026 16:15 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Cutscene readyℒ️

24.02.2026 04:58 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

TinyBVH really needs C bindings…

23.02.2026 12:09 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Eine Aufteilung nach Firmengrâße wÀre hier wirklich faszinierend. Wie lÀuft es für verschiedene Unternehmensklassen?

23.02.2026 12:01 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0