Daniel Wilkes
@foulhawk_
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Bay Area, CA
Joined September 2012
My plugin for @UnrealEngine is almost done! It lets you blend any mesh. Not just landscape, not PDO. This magic lets you blend anything!🤯 #indiedev #gamedev #unrealengine #ue5
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PRETTY COOL to have this out in the wild finally. Can't wait for us to share more
🚨 Warning: Oxygen Low 🚨 The first teaser trailer for Subnautica 2 just dropped! Check it out now and wishlist the game on Steam, Epic, or Xbox ➡️ https://t.co/WYsJj4smFB
#Subnautica #Subnautica2
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did you know: phase plant will just generate infinite cool noises if you randomize every parameter
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There's my map! It's been an awesome time working on Moonbreaker, exciting to see it hit 1.0.
Moonbreaker 1.0 is available now on Steam worldwide! 🥳 Check out the blog for all of the incredible additions, including a reimagined single-player mode called Boss Run! 🔗: https://t.co/tvHHxiY0SQ
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It's the "we need more lanes to reduce highway congestion" of game traversal
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But in practice, fast travel tends to enable designers to just add more "I need this flower fifty miles from here to finish my stew" quests. So instead of having their time wasted with walking, players have their time wasted with loading screens. Which, imo, is worse
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Two, I think players think they want fast travel because of the convenience--they don't want to have their time wasted by walking back and forth across a huge map. And they're right!
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For two reasons, basically: One, when distance stops mattering, it also no longer matters how huge your game world is--it immediately feels tiny. For games that aspire to an epic scope this is actually a huge sacrifice that's rarely acknowledged
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Started a new gig today at Unknown Worlds, working on Moonbreaker! Really thrilled with everything I've seen so far.
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Looks like I scheduled this for the wrong week. But, mostly correct
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Today's my last day at PlayStation! I started out as an intern back in 2015--never would have guessed I'd get to stay so long and do so much. Really going to miss seeing the crew every day.
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Kind of fucked up that these determined the music I'd listen to for the rest of my life. They should have come with warning labels
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I'm so grateful to have been a part of this team. The studio culture was incredibly creative, kind, and supportive. I learned so much with these folks. PixelOpus forever <3
Dear friends, our PixelOpus adventure has come to an end. As we look to new futures, we wanted to say a heartfelt thank you to the millions of passionate players who have supported us, and our mission to make beautiful, imaginative games with heart. We are so grateful! ❤️🙏
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I learned so much so fast working on CG that I held off posting my work--it felt like it wasn't representing the level I was at when we shipped. 3 years later, it's even less representative. But I'm still pretty happy with these--mainly the mop bucket 8) https://t.co/Fuf7Eyiurm
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Finished the geo on the Outer Wilds ship! Just about every step ended up taking longer than I'd planned, but it's all UVed and baked and ready for a materials pass
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Making some good progress with the ship here--the hatch has been a pain point, but I finally landed on a look that works mechanically & feels pretty faithful to the original design
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