Walter Woods | Wishlist ULTRASOUND
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Walter Woods | Wishlist ULTRASOUND
@walterwoodsdev
creator of "Dark and Deep”. working on “ULTRASOUND”.



I hate Steamworks so much, it's so confusing. multi-million dollar company, btw. 😅



INSIDE was first released 10 years ago today by @Playdead


pilot a monstrous post-war drilling machine in MOLE, a gorgeous horror game about a missing crew and and a strange signal

I'm sure everyone has heard by now that Unreal 6 won't have a visual scripting system to replace Blueprint once it's deprecated and removed. Some people in my Discord mentioned how Godot handles their system so I created this ("Visual Verse"). It's still early, but covers the whole Verse library of functions and language features (core, Unreal and Fortnite) and supports reroutes, type based context filtering for the node palette. Still more to do but the end goal is to have a visual scripting system AND solve the "no way to merge" issue of binary Blueprints. I will eventually be putting this on Fab once UE6 drops with Verse support, possibly with a "Lite" version for free with some team-facing features stripped out. #UnrealEngine #Verse

Hey Everyone. Our aim is to ship Early Access for UE6 by the end of 2027 and Blueprints will be supported in Early Access and the initial UE6 releases, but deprecated in the future. Deprecation will mean a feature continues to be available without improvements, then is eventually removed. This timeline will be clearly communicated along with ways to migrate projects to Verse. We recognize the value that Blueprints brought to UE4 and 5, but we strongly believe that Verse will become a more powerful and capable way to create game logic. We’ve already seen both experienced and new programmers create amazing things with Verse that would be challenging to do with Blueprints. More details and conversations from us around this to come as UE6 Early Access approaches.

Announcing a new division of Midjourney called "Midjourney Medical"

Highly recommend checking out MOLE. Cool sci-fi horror with a bunch of tactile doodads


I hate to be the one to tell you this. All game studios are using AI. They just aren't telling you.









Went to a new kind of movie today. One that cost $400,000 in AI compute to make. It was the San Francisco premiere. If you hadn’t told me it was largely done with AI I wouldn’t have known. The takeaway after listening to @higgsfield_ai’s CTO introduce it is that a competent movie can now be made for half a million dollars. Where they used to cost $100 million or more. Here is the first few minutes of “Hell Grind” and that intro from @codentropy. We are far from seeing the ultimate use of AI in movies. As a touch point of where AI for creative people is this seems like an important time marker and one I will look back on frequently for years.



