Just enough art

Doing just enough of an art pass to give this level the right vibes I think. I also have room-based reverb and acoustics working for first-person sounds (footsteps/weapon fire), it really makes a difference in making you feel like you're in the space.…

Art Exploration

Doing some art exploration, playing with a low-res texture style while still using a full PBR featureset to see where it leads. The textures are almost all created with material maker which I've been slowly learning for this purpose - quite a cool tool, glad to see a…

Getting an asset pipeline together

Getting brush texturing and meshes working has taken a bit of figuring out, as I'm relying on an external BSP-style editor (TrenchBroom 2025.4) for levels so everything needs to be compatible with that workflow and not just the Godot editor. Materials are all modifications of samples from…

Unreal's World Partition: Internals

This is a sort of stream-of-consciousness document explaining how world partition works under the hood. This is not a general overview of world partition, nor is it an explanation of how to use world partition or terms used in the user-facing parts of it. See Epic's own docs…

Been Busy

Despite my desires to continue building out the various projects I work on in my free time, the reality is that I simply don't have the desire or drive to do so these days. That sounds like the lead-up to a post about depression (something I certainly have…