MacKenzie Shirk

10.1K posts

MacKenzie Shirk banner
MacKenzie Shirk

MacKenzie Shirk

@mac_shirk

Senior Environmental Artist @JangaFX - Prev. @RockstarGames Opinions are my own.

Toronto, Ontario Katılım Haziran 2013
466 Takip Edilen5.6K Takipçiler
MacKenzie Shirk
MacKenzie Shirk@mac_shirk·
@sean_gause @crispytheghoul I can’t emphasis how much having some form of replica of the thing you’re animating helps, I have guns laying around everywhere for this very purpose
English
0
0
0
25
Sean // Hear Tell of Hauntings🥀
@crispytheghoul If you’re looking for feedback - the momentum of releasing the slide wouldn’t tilt it that far forward. It actually tilts the gun upward for a moment until it hits the front, then back down slightly.
English
5
0
28
779
MacKenzie Shirk
MacKenzie Shirk@mac_shirk·
@Slinky_Invasion I’m thinking specifically of stuff like paths and roads, anything with directionality that needs to be separate from the rest of the tileable layers. This would be more for converted meshes, but still anything that needs specific directionality.
English
1
0
1
95
Jean-Sebastien Guay
Jean-Sebastien Guay@Slinky_Invasion·
@mac_shirk Likely not happening for initial release which will be experimental. Is your need to persist converted mesh uvs as is or you would like to author them after the fact? I assume both… If you have usecases in mind feel free to share
English
1
0
1
92
Jean-Sebastien Guay
Jean-Sebastien Guay@Slinky_Invasion·
Sharing pre-release Mesh Terrain doc Mesh Terrain is our upcoming tech supporting non-uniform res, full 3D and multi-users through non-destructive modifiers workflows and PCG. While experimental, we look forward to feedback and seeing your experiments! dev.epicgames.com/community/lear…
English
14
30
221
8.3K
MacKenzie Shirk
MacKenzie Shirk@mac_shirk·
@Slinky_Invasion Good to know, do you think it will support multiple while in experimental, or only expected for full release?
English
1
0
0
91
MacKenzie Shirk retweetledi
Jason Key
Jason Key@key_vfx·
I used IlluGen to create all the texture assets for this effect in #UE5
English
2
27
282
15.1K
MacKenzie Shirk
MacKenzie Shirk@mac_shirk·
Nvidia getting rightfully roasted tonight.
English
0
0
25
633
λmelie
λmelie@Dispatch_Graph·
@collinalexbell Free yourself from these shackles and use AngelScript
English
1
0
1
330
λmelie
λmelie@Dispatch_Graph·
I am not touching C++ scripting ever again even with a ten foot pole. fuck that shit
English
10
0
67
11.4K
Sam Pavlovic
Sam Pavlovic@sampavlovic·
that will cost you an ARM64 and a leg
English
1
0
15
1.2K
MacKenzie Shirk retweetledi
80 LEVEL
80 LEVEL@80Level·
.@JangaFX makes the Layoff Assistance Program a permanent part of its business, providing free EmberGen, LiquiGen, IlluGen, and GeoGen licenses for artists affected by layoffs. Use this opportunity to update your portfolio: 80.lv/articles/janga…
80 LEVEL tweet media
English
0
15
77
9.4K
MacKenzie Shirk
MacKenzie Shirk@mac_shirk·
@J_Lee_Design RE has always had really poor pacing in the second half of its games. The initial areas are always golden
English
0
0
1
25
Jake L. Provo
Jake L. Provo@J_Lee_Design·
@mac_shirk I can see that, it’s definitely strange pacing wise where something like 7 stays fairly consistent with its horror. Felt like in 9 I was constantly waiting for a scare that didn’t happen
English
1
0
0
34
Jake L. Provo
Jake L. Provo@J_Lee_Design·
The second half of RE9 is so damn gorgeous oh my GOD
English
2
0
4
628
MacKenzie Shirk retweetledi
JangaFX Software
JangaFX Software@JangaFX·
Over the past year we've helped over 100 artists update their portfolios after being laid off by giving them access to our tools free of charge. We've decided to make our Layoff Assistance Program a permanent part of our business! jangafx.com/layoff-assista… #gamedev #realtimevfx
English
13
96
530
32.3K
MacKenzie Shirk retweetledi
Daniel Bobrowski
Daniel Bobrowski@GridAndNode·
Large Explosion i made for my portfolio. UnrealEngine, Embergen, Illugen, Substance Designer
English
3
5
47
2K
MacKenzie Shirk retweetledi
Nick Seavert
Nick Seavert@nickseavert·
EmberGen 2
Indonesia
6
25
460
22.2K
MacKenzie Shirk retweetledi
Nick Seavert
Nick Seavert@nickseavert·
I spent around 65 hours researching, implementing, and writing for my next "Gotta be less than 2ms" newsletter article. In this article I explore Julian Love's famous Diablo 3 VFX talk from GDC 2013. I go over how you can implement the techniques from his talk into a modern engine like Unreal Engine 5 and some of the problems you may face when doing so. I show the process from start to finish on how to recreate some of the FX demos that were shown and provide the IlluGen project files so that you can have source materials to try and replicate the effects for in engine verification purposes. I had a lot of fun investigating this and I certainly learned a lot more than I had anticipated. Comment on the Linkedin newsletter version here: linkedin.com/pulse/investig… Read the full article here: jangafx.com/insights/diabl… #realtimevfx #gamedev #indiedev
Nick Seavert tweet media
English
1
43
299
13.1K
MacKenzie Shirk
MacKenzie Shirk@mac_shirk·
Game already has enough whiplash going between Grace and Leon, but this was just over the top dumb
English
0
0
0
367
MacKenzie Shirk
MacKenzie Shirk@mac_shirk·
Just got to the motorcycle sequence in RE9 and it has to be one of the dumbest and most tone def things I’ve ever seen in a game. Absolutely horrible sequence that adds no value to an otherwise good game
English
1
0
4
1.3K