Gordon Zuchhold

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Gordon Zuchhold

Gordon Zuchhold

@AffinityPlay

Pixel & Voxel Artist - Exploring cities, bathed in a neon-lit haze. Also trying to make a game.

New Harbor - Megacity เข้าร่วม Şubat 2012
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Gordon Zuchhold
Gordon Zuchhold@AffinityPlay·
Dev Montage I🧘‍♂️... 🐌 So far so good.😤 Audio: "Zig the Zag" - StreamBeats
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Maciej Drabik
Maciej Drabik@NegativeVibrat1·
I can finally share what I've been working on for a past year. Hoarder is a game I'm art directing wirh a small team of amazing artists. Full teaser link and steam page below! #indiedev #gamedev
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Andrew Gilmour
Andrew Gilmour@MrAwolf·
We just passed another Milestone and getting ready for testing in a few weeks. And some gifs from this milestone.
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Pasquale Scionti
Pasquale Scionti@scionti_design·
Winter Blizzard in engine for my upcoming psychological horror game Whispers in the Fog, built in Unreal Engine 5.7.3 The game supports both first- and third-person perspectives. Combat includes some firearms and melee weapons such as crowbars, pipes, and axes, guided by your flashlight. The experience focuses on exploration, atmosphere, and tension, combat occurs only when you are seen. Wishlist on Steam 👇🏻 store.steampowered.com/app/3716910/Wh… High Res Youtube Trailer 👇🏻 youtu.be/VDbyWFDrOHA?si… Follow progress below 👇🏻 whispersinthefog.com x.com/Whispersfog  #ue5  #horror  #videogames  #solodev  #atmosphere  #tension  @UnrealEngine @quixeltools @80Level
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Gordon Zuchhold
Gordon Zuchhold@AffinityPlay·
@retro_manni @UnknownCo123 I must admit, I haven't made a pixel art piece in months. But I'm also working on my game all the time, which, for me, is a long-term art project. 🤷‍♂️🤞
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Retro Manni ➤ Wishlist on Steam
@UnknownCo123 I agree but also disagree. When artists stop sharing, sometimes they win. Because they get off the treadmill of social media and begin taking back their power. That's been something sorely lacking in this space for the longest time.
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UnknownCollector
UnknownCollector@UnknownCo123·
I see less and less great art on my timeline. At first I thought it was just the algo. But I’m starting to realize it might be something else. More and more artists seem to have gotten discouraged from posting. Sharing their work every day into the void, slowly getting overwhelmed by the feeling that no one is seeing it or caring anyway. And when artists stop sharing, we all lose. A lot of great art simply disappears from our timelines. So please share the art you see and love. Even if it’s just a retweet, a reply, or a small thread about it. Anything helps!
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StefDevs
StefDevs@StefDevs·
@AffinityPlay See this video section for example. File hierarchy is never the best way to navigate assets, so hand-optimizing for that is total waste *if* the editor does a good job. I deleted the file hierarchy in my editor. youtu.be/dePFAcBLLpc?si…
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Gordon Zuchhold
Gordon Zuchhold@AffinityPlay·
One of the most challenging things in game dev is keeping all of your assets organized. It's a constant struggle. 🧘🏼‍♂️
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Gordon Zuchhold
Gordon Zuchhold@AffinityPlay·
@StefDevs It's definitely a time-consuming task, but I'm not sure if it should do it for me.
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StefDevs
StefDevs@StefDevs·
@AffinityPlay The engine should make it unnecessary (good ui) and/or do it for you. Organizing files is a total waste of time.
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Timpers
Timpers@TimpersHD·
some hand-placed pixels
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Pasquale Scionti
Pasquale Scionti@scionti_design·
More progress Vertical Slice of my solo psychological horror game. Shaped it up using PCG, enemies are placeholders. Wishlist on Steam 👇🏻 store.steampowered.com/app/3716910/Wh… 4k Trailer Youtube 👇🏻 youtu.be/Z_vAh9Xej9o?si… The game supports both first- and third-person perspectives. Combat includes some firearms and melee weapons such as crowbars, pipes, and axes guided by your flashlight. The experience focuses on exploration, atmosphere, and tension — combat occurs only when you are seen. Follow progress below whispersinthefog.com x.com/Whispersfog #ue5 #horror #videogames #solodev #atmosphere #tension  @UnrealEngine @80Level @quixeltools
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TheBourbonIsTalking
TheBourbonIsTalking@Rev0verDrive·
@AffinityPlay I like prototyping mechanics I see in games I play that I might either use in my projects or they are interesting enough. "How would I do that? How would I make that multiplayer? How can I optimize it more?"
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Gordon Zuchhold
Gordon Zuchhold@AffinityPlay·
@Rev0verDrive That's really cool. Without people making tutorials, it would be a lot harder for most of us.🤘
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TheBourbonIsTalking
TheBourbonIsTalking@Rev0verDrive·
@AffinityPlay If someone on the forums/reddit/discord needs help or a tut I'll generally boot one of those projects and roll it out.
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TheBourbonIsTalking
TheBourbonIsTalking@Rev0verDrive·
@AffinityPlay Just a reg blank project. I'll reuse those projects for tutorials etc so they aren't just bloated folders on a dev drive.
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Gordon Zuchhold
Gordon Zuchhold@AffinityPlay·
@Rev0verDrive Do you make a separate project altogether, or do you only create an extra test level inside the project you're working on?
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TheBourbonIsTalking
TheBourbonIsTalking@Rev0verDrive·
@AffinityPlay I do this for mechanics as well. Prototype in another project, then migrate finalized and optimized code.
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