
SmoothBrainDev \ INCISION 🇫🇮
8.1K posts

SmoothBrainDev \ INCISION 🇫🇮
@SmoothBrainDev
Buy INCISION: https://t.co/gKFyFTT13U… It's like DUSK trapped inside the Super Gore Nest - Dave Oshry
The Smell Zone Katılım Kasım 2019
203 Takip Edilen10.8K Takipçiler
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INCISION IS OUT NOW IN EARLY ACCESS!!
Episode 1 - Death Cult Vestiges
[World consumed by The Growth.
Dethrone the filth and sickness.]
store.steampowered.com/app/1734680/IN…
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@RogerCheesecurl Smooth shading basically shades the model as if it's subdivided so try adding subdivision surface modifier on it to see what areas look wrong/break completely. Helps with pinpointing bad geometry/topology.
Also mark the mouth cavity's edgeloop as sharp to make it more cartoony.
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SmoothBrainDev \ INCISION 🇫🇮 retweetledi

TEXNOPLAZM Episode 2 arrives June 25th!
🔴7 new maps
🔴9+ new enemies
🔴3 new weapons
🔴4 new powerups
🔴new interactive elements
🔴improved combat
Wishlist on Steam - link in comments⬇️
#screenshotsaturday
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@DUSKdev I've been using the same Photoshop since 2006 or somethin, lmao. Dunno why gamedevs would even update. It has all the tools you need already. No AI bloat either.
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I've never used Photoshop in my life. Every game I've made was done with Gimp and/or Krita
Moon Spotter@loot_play82832
@DUSKdev If you have used photoshop in your game, make sure to include the disclaimer it was made with AI. Thank you
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SmoothBrainDev \ INCISION 🇫🇮 retweetledi
SmoothBrainDev \ INCISION 🇫🇮 retweetledi

Daniel got important clarifications from NVIDIA. TLDR: the "DLSS5 skeptical" were right about *everything*.
1⃣ It's a 2D AI Filter. Input is only color buffer & motion vectors. The model doesn't see geometry, lights, PBR properties, normals, anything🧵
youtu.be/D0EM1vKt36s

YouTube
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@RohanKarMooN It's a dogshit game with a good story. Those kind of games are very polarizing, and he's not even saying that the game is objectively bad. It's just not for him.
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@Varzelhaar @edliu1105 Majority of people are reacting like this because they've seen enough already. It takes some special kind of brain damage to assume that it would change course with even more AI filters and anti-artist/anti-human technology.
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@edliu1105 Congratulations, very impressive.
Don’t listen to those who are crying about artistic choice, AI slop, or AI filters. This is the future, and they’ll see it too in time
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DLSS 5 is a decade-long dream come true—and the biggest risk we’ve ever taken. It still feels unreal that we made it happen as early as 2026. So many technical hurdles, and so much innovation fusing AI and graphics. Immensely proud of the teams! youtu.be/4ZlwTtgbgVA?si…

YouTube
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@NVIDIAGeForce Disappointing and disgusting, and a big middle finger to the artists who work on these games.
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Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall.
DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality.
Learn More → nvidia.com/en-us/geforce/…
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@Baba_Oke @SynthPotato @TeslaUltraBull @NVIDIAGeForce "All games" in your world just means AAA. Sure, keep your AI. Indies are making the actual gems these days anyway.
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@SynthPotato @TeslaUltraBull @NVIDIAGeForce In about 5 years every game will have some AI involved. With all due respect, get used to it.
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@FernandoTittz I predict that they will eventually start making games with lazy and ugly models and using this tech to make it look "good". Just gotta have the basic idea in the ugly model and AI will fill in the rest. Anything to hire less people, I guess.
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Why bother making interesting characters, models, environments if AI will just gonna remove the personality out of it?
This is a legit curse to the gaming industry, very depressing!
NVIDIA GeForce@NVIDIAGeForce
Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall. DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality. Learn More → nvidia.com/en-us/geforce/…
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SmoothBrainDev \ INCISION 🇫🇮 retweetledi

@LightReachGames Scares, story, combat, in that order. I think horror games always need to be *scary*. I hate how so many horror games just do the bare minimum for the sake of horror (darkness, fog, some rotten things with sharp teeth, and an occasional jumpscare).
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I want to hear from you all! Some of you may be shy but that’s okay, I want to hear from you. What makes you want to play a horror game?
- Is it the scares?
- Is it the character and or enemy models?
- Story & Lore
- Visuals of the game?
What generally gets you to hit the download button + play button for horror games specifically?
#gamedev #solodev #gamedeveloper #unrealengine #unrealengine5 #steam #pc #fyp #horrorgames #horror #gaming #survivalhorror #scary #scarygames #pcgaming

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@soap_everywhere @PomMaster1204 @StellaNoxEclair You can still do both and you're not forced to do either of those. More options, more depth.
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@PomMaster1204 @StellaNoxEclair its not even necessarily depth, they just take out a lot of subtleties. like the parry system can feel like depth but its not as satisfying as something like hitting a thrown axe with your knife or interrupting an attack animation
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@bartonovopolis @amidnightmedium It's inconsistent because in the og you can pretty much turn all melee encounters into non-threats with headshots. And it doesn't even require that much skill to headshot. The enemies are big and slow.
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One of the biggest things that puts the remake below this game for me is how inconsistent the headshot stuns are.
Good aiming feel so much more rewarding in this game.
💙🌘❄️@StellaNoxEclair
Genuinely what is better than this
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SmoothBrainDev \ INCISION 🇫🇮 retweetledi

@1up1500 @FortunateRamen There's absolutely nothing similar between Doom 2016 and Eternal.
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Echoes of The Living by @DevMoonGlint is goood. It's like I'm playing a new campaign of REMake with less frustrations. It's hard to belive these backgrounds aren't pre-rendered either.
And or the first time I don't feel lost exploring a huge multistory building! That's a first.
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@RingashGame All of that is nice of course as long as player has to earn those staggers, launches etc.
I like how God Hand lets enemies jump out of combos and they go berserk if you keep them stunlocked for too long. It has a strong emphasis on making things harder if players can play well.
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I actually like when both ideas work together. I also don't want combos to just be flashy for the sake of style. In my game bosses can enter a weakened state where they can be staggered, and good combos can extend that window. Launching enemies into the air also increases damage, though bosses will eventually break out.
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What ruins a great action game for you?
As an action game developer, I'm genuinely curious. I know everyone has different tastes. No game can please everyone. Maybe that's exactly why I want to hear your answers.
I've definitely made design decisions that sounded okay in theory… and felt very different in practice.
What's your red flag? I'd love to hear it.
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