Paweł Łyczkowski (@plyczkowski) 's Twitter Profile
Paweł Łyczkowski

@plyczkowski

Remote modeling and texturing for games. In free time working on a passion project in Godot - @PlayArtisan.
linkedin.com/in/plyczkowski/

ID: 950263663

linkhttps://www.artstation.com/plyczkowski calendar_today15-11-2012 18:38:41

4,4K Tweet

1,1K Followers

1,1K Following

Paweł Łyczkowski (@plyczkowski) 's Twitter Profile Photo

Pretty cool that in #GodotEngine you can have resources like materials integrated in the scene file, which reduces clutter. In Unity you have to create a new file every time for a custom material afaik?

MΛX (@mxacop) 's Twitter Profile Photo

I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :) github.com/mxcop/src-dgi

Paweł Łyczkowski (@plyczkowski) 's Twitter Profile Photo

Not sure where the idea that you have to have heroes/specialists in a game to sell skins comes from. To me a fully customizable character you play as is *more* skinning potential, not less.

Paweł Łyczkowski (@plyczkowski) 's Twitter Profile Photo

With the speed I got used to talking to a PC like to a human I'm now pretty sure I would get used to us discovering alien life in like an hour

Paweł Łyczkowski (@plyczkowski) 's Twitter Profile Photo

Paul Tassi Marathon’s initial decision to go with heroes (which people disliked from the start) locked them into a bad spot - forced 3v3 matchmaking with predefined roles. Arc’s approach, which mostly matches solos with solos and groups with groups, is pretty much a perfect solution

Paweł Łyczkowski (@plyczkowski) 's Twitter Profile Photo

Not sure it should be on the studio to check originality of all work... When I hire a professional I hire them to offload the work and knowledge, not babysit their process.

Paweł Łyczkowski (@plyczkowski) 's Twitter Profile Photo

Let's have a productive day! Ok, first let's double factor sign into my graphics card, then my texturing app, then my version control app, then the hub for the game engine, then the game engine, then...