Ghislain Girardot(@GhislainGir) 's Twitter Profileg
Ghislain Girardot

@GhislainGir

Indie Game Developer and Unreal Engine Content Creator. Worked on Spyro: Reignited Trilogy and Shardbound.

ID:911338227512086528

linkhttps://www.patreon.com/GhislainGir calendar_today22-09-2017 21:15:40

3,8K Tweets

12,7K Followers

766 Following

Martin(@TuxedoPato) 's Twitter Profile Photo

Basic attack combo and a special retreat move, having lots of fun with cloth animation ☂️

Each attack has unique ink stains left on the ground which are fun to see, and I think the trails left by the sword are satisfying too

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vivi ᵔᵜᵔ(@vivipooh_) 's Twitter Profile Photo

Absolutely insane how Pink Floyd chose an AI generated video as the winner of their $100k animation competition over a hand crafted masterpiece such as this one by Yosh

Fuck AI

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Ari Arnbjörnsson(@flassari) 's Twitter Profile Photo

Matt's amazing talks on optimizing UE5 are amazingly in-depth and you should NOT skip on these, there's knowledge here that hasn't been shared anywhere else!

We just uploaded Part 1 on Nanite and Lumen (link to part 2 in 🧵), check it out here 👇
dev.epicgames.com/community/lear…

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Bartek Moniewski(@BartekMoniewski) 's Twitter Profile Photo

Great video about procedural terrains.
I also recommend other videos from this channel. This guy deserves a lot more subs for over the top production quality. All those cool robots animations... just insane.
youtube.com/watch?v=gsJHzB…

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Xor(@XorDev) 's Twitter Profile Photo

GM Shaders Guest: Volume Shadows

O𝖆𝖐𝖑𝖊𝖆𝖋 contacted me at just the right time because he wanted to share his Volumetric fog and shadow system! Check it out!
mini.gmshaders.com/p/volume-shado…

GM Shaders Guest: Volume Shadows @Oakleaff_ contacted me at just the right time because he wanted to share his Volumetric fog and shadow system! Check it out! mini.gmshaders.com/p/volume-shado…
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Ari Arnbjörnsson(@flassari) 's Twitter Profile Photo

We've made a short tutorial on UE 5.4's new Movie Render Graph for how to render separate elements in your shot.
dev.epicgames.com/community/lear…

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János Turánszki(@turanszkij) 's Twitter Profile Photo

Breakdown of how my SSGI was rendered:
1) Depth and light buffer are downscaled and de-interleaved into multiple resolution texture arrays. Each resolution has 16 layers containing sample information of a higher resolution. Normal buffer is downscaled into just mips.

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