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Aubrey Hesselgren
@HilariousCow
Game Dev. 🖤 game feel. Currently doing Gyro/FlickStick stuff for Valve. Past: Brink's movement system🏃🏼💨 Just Gyro controller propaganda at this point.
Seattleludopathic.co.ukJoined February 2009

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My third year project in university was all about animation artifacts in non photorealistic rendering, so this stuff is super up my alley. Inspiring me to do more unity URP work for my side project.
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Hi-Fi rush has so many cool NPR techniques, it's difficult to know where to start. Hatching marks in the ambient occlusion, blurred shadow thresholds to make for gloopier cast shadows. Just incredibly direction. There is basically nothing in it that looks like a graphics artifact
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I really want to make something like a Kugel ball controller for The World Is Flat. Stick an IMU in it rather than my very silly dual optical mouse approach. Lighter, obviously. Maybe suspended using a small air pump instead of water.
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I only just found out that there was a precursor to this, 7 years before, which is _remarkably_ similar to my approach (physically, at least... used an Arduino for hardware), but which I swear I never saw at the time. Huh!
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One of the silliest things I've ever done just got improved upon: The deoderant balls are definitely way more stable than my direct contacts. Great job! It would be cool to see 3DOF like mine! Otherwise, this is boss. youtube.com/watch?v=45pWeC
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Everybody loves Katamari Damacy! Some people suggested using my Armadillo Racing trackball to play Katamari so here's a quick re-edit with the original PS2 version of the game running in an emulator.🌏😁
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Took best part of a week before testing positive for covid. Day 3 of positive tests. The markings are stronger each day. Wild. Hope that just means my body is actually fighting it now. Have been off sick most of the week. Bored as hell of feeling mashed. Wanna be well again.
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So when you get all the talky bits animated by key frame, and then a cut to performance driven acting in the action scenes, there's a juxtaposition. I'm trying hard not to make a judgment call on it, but it's definitely noticeable as inconsistent.
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When you do motion matching for videogames, it turns out that if you have data sets of different actors walking around, and merge them, the system will almost never bridge between one actor's contribution and another's. Human movement is like a fingerprint in that way.
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It's weird because there are some really amazingly restrained shots in it. Great direction. And then these characters get possessed by utterly different people. Mocap actors possessing these beings in a way that doesn't really follow convention.
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Like, is rotoscoping the tracing of animation? Or is it legit? Or is it something that can maybe, with mastery, be a bit of its own unique form? I just know that when mocap gets applied to cartoony characters, it looks incredibly uncanny and suspension of disbelief fails me.
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We're two dudes that just...wanted to make this game! even though we had no idea how! It's been a couple of years of constant study and iteration, looking back was 🥲 so we wanted to share this with you! For those that can't see the difference, the Droppies used to be green!
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