Andrea Intg.
14K posts

Andrea Intg.
@andreintg
sketchy game dev / tools - cofounder @unbound_io with @rianflo made @clayxels, @nauticrawl , and lots of failed stuff. ex DreamWorks, MPC VFX, Lionhead Studios
Katılım Ağustos 2014
2K Takip Edilen5.3K Takipçiler

@denisbondare that's what it says indeed.
Conspiracy theorists (and gemini) do speculate the subscription also boosts outreach.
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@andreintg I thought it said in the X premium info that it only boosts your replies visibility, not the posts. I guess basically it just sorts replies from verified users at the top.
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Imagine vibe coding your game on this thing like it's 2002!
Obsolete Sony@ObsoleteSony
2002 Sony CyberDeck
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@mattworkman I'll believe when I will see some authoring workflows 😏
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@mattworkman curious how you use grok, that's the one feature I have no clue what to do with.
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@andreintg doesn’t do anything, but I did get to buy my handle and I Grok already
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@sweriko lol, as a surfer I find the scene of running towards the water to be 100% accurate 🤣
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Loved this video about the game boy we never got.
Also loved the behind the scene look at how Gunpei Yokoi operated within his work group. The more I hear about the man, the more I look up to his genuins design talent.
DidYouKnowGaming@didyouknowgamin
[NEW VIDEO] How Pokemon Killed Nintendo's Lost 'Project Atlantis' We explore new details about Nintendo's GBA predecessor 'Project Atlantis' youtu.be/4VBTcgo7g8o
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@ExodusPgame gosh, if I don't see a spike in reach (not in engagement, that's up to my content of course), then I'll cancel it straight away. The whole idea of you gotta pay to be seen is so ugly in itself.
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@andreintg The algorithm is pretty screwed up, blue checkmark doesn't seem to help too much.
They sometimes randomly mess around with the algorithm and I suddenly get 100x exposure for a day and then nothing again.
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@andreintg Thanks! Gotta start do these videos in English though
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Posted my #30DayChallenge video 😄
Tonight I found out how to manage N buttons with a single wire (instead of N wires).
I show the Binary-Weighted Parallel Network 👇
youtu.be/3zYcFzY5EBE?si…

YouTube
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spoke again about this yesterday at dinner. Most indie builders I know are europeans. Almost none of them have their company/residency setup in the EU @euacc
Fraser@iamfra5er
Avoid building startups here - Cultural aversion to ambition - Insane regulation - Talent shortage - Out of control taxes The next generation will build their companies elsewhere!
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@rickyretouch these weird panels keep my timeline so joyful, thank you for that!
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@animathias this game is my fave racer on game boy, the sense of speed feels great (somehow?!) and the boost gimmick keeps me on my toes, love it!
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Tomorrow is Star Wars day, May the 4th. Also my birthday. I used to hate it, but I've grown to embrace it.
I've always been a Star Wars fan, especially the N64 games and later. So I thought I'd look at some of the older gems.
Episode 1 Racer for the Game Boy Color is very fun. The cartridge also came with a built in rumble feature which feels like they utilized fantastically.
I was floored by the title screen rendition of Duel of the Fates. It sounds like they worked dark magic on the handheld chip. #RetroGaming
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I had a lot of fun building props and structures using @tripoai for the #vibejam. Here’s the workflow I ended up using between agent prompting:
@poe_platform (3 tabs setup):
Tab 1: Generates consistent image-style prompts for different items. I’d request something like “a crafting armor bench” and it would reliably output prompts in a consistent visual style. This helped maintain cohesion across assets.
Tab 2 & 3: Run the same prompt through both Nano-Banana and Nano-Banana Pro simultaneously, then pick whichever result looked best.
@tripoai workflow:
Take the selected image and import it directly into Tripo’s Smart Mesh.
Generate a model targeting roughly 1K–5K polygons depending on the asset type.
@blockbench cleanup:
The biggest recurring issue was pivots and rotations.
Not every model needed adjustments, but weapons and structural assets almost always required pivot correction for proper in-engine behavior.
That was basically it. I was able to handle both modeling and coding in parallel. Game development is getting wild right now.
Some footage of the models/images generated through Tripo follows below.
#threejs #gamedev
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@Thinkwert can't blame them either, it's freaking snowing over there!
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