Steinvar

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Steinvar

Steinvar

@SteinvarGame

Atmospheric fantasy RPG in development. A narrative-driven world about light, memory and silence. Made by an indie team of 7.

Madrid, Spain Katılım Ocak 2026
48 Takip Edilen17 Takipçiler
Steinvar
Steinvar@SteinvarGame·
Staff Development From the initial blockout to the final asset. Our protagonist’s staff combines the functions of a lantern and a magical focus, serving as both a gameplay tool and an important part of MC's visual identity. #gamedev #indiedev
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Steinvar
Steinvar@SteinvarGame·
Lantern Light System Lanterns automatically turn their light sources on and off depending on the current time of day. This setup combines time calculation, UI display, and light source logic. #gamedev #indiedev
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カモ|ゲーム開発
カモ|ゲーム開発@ai_for_beer·
UE5で大量敵×疑似物理×コミカルなゲームのデモ! GWでヴァンサバとMegabonkに溶かした時間を正当化するためにもっと仕上げねば! withAIのゲーム開発、楽しすぎる! #UE5 #gamedev #indiedev #ゲーム制作
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Steven Bodnar
Steven Bodnar@Flipframe·
God of War!! Here is a short cinematic animation test I did back in 2009 for Sony Santa Monica. I only had the audio file to go off of without any context, so I envisioned a Kratos that was calm, but having none of it and ready to throw hands. (I'll link to the scene GoW3 in thread) 1/4
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Indie Game Joe
Indie Game Joe@IndieGameJoe·
This indie dev is making an FPS inspired by Half‑Life 2, F.E.A.R., and Halo - Catch bullets with a gravity shield - 40+ weapons to level up - Max‑Payne‑style bullet‑time Indies are bringing back the Golden Age of 2000s shooters! It's called SPRAWL zero
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Steinvar
Steinvar@SteinvarGame·
Environmental VFX - falling leaves Small environmental effects helping bring movement and atmosphere into the scene. Blueprint setup + in-engine result. #gamedev #indiedev
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JP
JP@JPT_Anim·
Quick blocking plus ive done this weekend to warmup
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Gijan
Gijan@giomangijic·
attempt at a slowmo aura farm 🫠
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80 LEVEL
80 LEVEL@80Level·
Take a closer look at Warwick's rig, made for Riot Games' 2XKO fighting game by Mason Smigel. Enjoy: 80.lv/articles/a-clo…
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Steinvar
Steinvar@SteinvarGame·
Rock asset - development From a simple base form to a refined environment asset. Focus on shape, layering, and surface breakup. #gamedev #indiedev
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Steinvar
Steinvar@SteinvarGame·
Level texturing - Part 5: Stone Plateau 4/4 Final pass on the plateau before transitioning to the Boss Island. This area introduces the windmill zone and a puzzle with a spectral bridge. #gamedev #indiedev
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Steinvar
Steinvar@SteinvarGame·
Concept art - teleport crystal & landmark Exploring the teleport crystal and its platform, along with the mountain-top monument. Crystals act as focal points across the level, supporting navigation and orientation. #gamedev #indiedev
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Jesse Pitela
Jesse Pitela@RedefineFX·
Make this force field VFX simulation in Unreal 5.7 using only Niagara & learn my advanced tips for detailed sims. Get the full free course here: redefinefx.com/witcher/
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Unreal Engine
Unreal Engine@UnrealEngine·
By leveraging Unreal Engine 5, Hotta Studio crafted a stylized, surrealist urban aesthetic for the open world metropolis in @NTE_GL: Neverness to Everness. Get into our feature on how the team used UE5 to create the open world metropolis of Hethereau across mobile, PC and PlayStation 5: epic.gm/dev-interviews…
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