Risto Jankkila (@jankkilaristo) 's Twitter Profile
Risto Jankkila

@jankkilaristo

Lead VFX Artist @ Housemarque.
Used to work on films (DI & FX), MPC, Warner Bros + others

ID: 2942384999

linkhttp://play.st/3AiODZV calendar_today26-12-2014 17:03:25

171 Tweet

897 Takipçi

304 Takip Edilen

Sharman Jagadeesan (@sharmanjag) 's Twitter Profile Photo

5/ Now that the effect works, we can add interaction to it as well. In the following video we interact by shooting and exploding.

Sharman Jagadeesan (@sharmanjag) 's Twitter Profile Photo

7/ The effect consisted of three phases. 1. Rock formation. 2. Front-To-Back Sweep where the rocks detach. 3. Rocks Dissipating. Here's how:

yonatan (@zozuar) 's Twitter Profile Photo

for(float i,g,e,R,S;i++<1e2;o.rgb+=hsv(.4-.02/R,(e=max(e*R*1e4,.7)),.03/exp(e))){S=1.;vec3 p=vec3((FC.xy/r-.5)*g,g-.3)-i/2e5;p.yz*=rotate2D(.3);for(p=vec3(log(R=length(p))-t,e=asin(-p.z/R)-.1/R,atan(p.x,p.y)*3.);S<1e2;S+=S)e+=pow(abs(dot(sin(p.yxz*S),cos(p*S))),.2)/S;g+=e*R*.1;}

Ash Thornton (@ashthornton) 's Twitter Profile Photo

I wanted to see if I could recreate this effect in WebGL. It's been a fun challenge figuring out how to make both the particles and the model a single geometry. Each particle you see belongs to a fragment of the split model. #threejs #webgl

yonatan (@zozuar) 's Twitter Profile Photo

#つぶやきGLSL twigl.app/?ol=true&ss=-N… vec2 n,q,p=(FC.xy-.5*r)/r.y; float d=dot(p,p),S=9.,i,a,j; for(mat2 m=rotate2D(5.);j++<30.;){ p*=m; n*=m; q=p*S+t*4.+sin(t*4.-d*6.)*.8+j+n; a+=dot(cos(q)/S,vec2(.2)); n-=sin(q); S*=1.2; } o+=(a+.2)*vec4(4,2,1,0)+a+a-d;

Risto Jankkila (@jankkilaristo) 's Twitter Profile Photo

I remember writing that custom lodding for particle grass in PS5 version of Returnal that Alexander Battaglia mentions here in his video (around 13:53). I was almost certain that no one would ever notice it. I'm glad someone did! youtu.be/3sNsMxrDEdc?t=…

yonatan (@zozuar) 's Twitter Profile Photo

#つぶやきGLSL float e,i,a,w,x,g;for(;i++<1e2;){vec3 p=vec3((FC.xy-.5*r)/r.y*g,g-3.);p.zy*=rotate2D(.6);i<1e2?p:p+=1e-4;e=p.y;for(a=.8;a>.003;a*=.8)p.xz*=rotate2D(5.),x=(++p.x+p.z)/a+t+t,w=exp(sin(x)-2.5)*a,o.gb+=w/4e2,p.xz-=w*cos(x),e-=w;g+=e;}o+=min(e*e*4e6,1./g)+g*g/2e2;

Mirza Beig (@themirzabeig) 's Twitter Profile Photo

float2 n,q,u=float2(i.uv-.5); float d = dot(u,u),s=9,t=_Time.y,o,j; for (float2x2 m=RM2D(5);j++<16;) { u = mul(m,u);n = mul(m,n); q = u*s+t*4+sin(t*4-d*6)*0.8+j+n; o += dot(cos(q)/s, float2(2,2)); n -= sin(q); s *= 1.2; } return o; #Unity3D #GLSL #VFXFriday

Ghislain Girardot (@ghislaingir) 's Twitter Profile Photo

#UnrealEngine #gamedev #UE5 🥳Part 1 is live on my YT! youtu.be/hbrBCOxeLqw In this 30min tutorial/breakdown video, I explain in-depth how to use Blueprints & Niagara to create a completly custom buoyancy solution and the pros & cons of using such technique.

Gregory Louden (@gregorylouden) 's Twitter Profile Photo

We are looking for a Narrative Lead! Come join our awesome Narrative team in Helsinki, Finland to help us build what’s next Housemarque 📝 #gamedevjobs #gamejobs boards.greenhouse.io/housemarque/jo…

𝕸.𝕬. 𝕶𝖆𝖙𝖈𝖍𝖆𝖓 (@michaelkatchan) 's Twitter Profile Photo

Its my 38th birthday today! Would love to ask for shares - and if you're in the know, any assistance in gettin MTG art director eyes on me would be huge x

Its my 38th birthday today!

Would love to ask for shares - and if you're in the know, any assistance in gettin MTG art director eyes on me would be huge x
Risto Jankkila (@jankkilaristo) 's Twitter Profile Photo

Hi, I'm looking for a technical artist to join our vfx team in Helsinki. Looking for someone with background in realtime vfx and knowledge of Houdini and Unreal. Related programming experience expected (vex, shaders and scripting languages).

John Hable (@filmicworlds) 's Twitter Profile Photo

What does game dev optimization look like? When I was in college, one of my professors told the class: Do not optimize code because the compiler is smarter than you. He was wrong. As an example, here is the timeline of a frame from Uncharted 2 (my old gdc talk).

What does game dev optimization look like? When I was in college, one of my professors told the class: Do not optimize code because the compiler is smarter than you. He was wrong. As an example, here is the timeline of a frame from Uncharted 2 (my old gdc talk).
PlayStation (@playstation) 's Twitter Profile Photo

Revealing Saros, the next game from Returnal developer Housemarque. First details on the third-person action game coming to PS5 next year: play.st/4hWYKcg

Jake Rice (@tearsofjake) 's Twitter Profile Photo

New at #SIGGRAPH2025: Can we make Perlin Noise stretch along some underlying vector field? Well it turns out it's possible with two simple additions to the original method! No need for advection or convolutions. Find the paper and implementations here: github.com/jakericedesign…

New at #SIGGRAPH2025:

Can we make Perlin Noise stretch along some underlying vector field? Well it turns out it's possible with two simple additions to the original method! No need for advection or convolutions.

Find the paper and implementations here:
github.com/jakericedesign…