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<rss version="2.0"><channel><description>FX and Technical Artist working in games industry for 25 years (so far) on 20 published titles. PS2/3/4, XBox/360, Gamecube/Wii, Quest/2/3, PSVR, PC, mobile.  Currently working on complex materials in UE5.&#xA;#vfx #techart #gamedev</description><link>https://bsky.app/profile/canadiancorndog.bsky.social</link><title>@canadiancorndog.bsky.social - Canadian Corndog</title><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3lwftn4ued22p</link><description>Everything game-dev related is better now.  Engines are free and amazing.  Tools like Blender are free.  IDEs are free or cheap.  There are free tutorials with easy access and instant translation.  Indie games keep getting better.  We are in a golden age for game-dev, and it will only get better. 🙏</description><pubDate>15 Aug 2025 02:46 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3lwftn4ued22p</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3lfwezjtfok2y</link><description>I highly recommend HOLE  on Steam.  There are very tense fights.  Moving and shooting attract enemies.  Your gun can jam and overheat.  It&#39;s low-priced, and I&#39;ve put 14 hours into it. https://store.steampowered.com/app/2971610/HOLE/</description><pubDate>17 Jan 2025 08:32 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3lfwezjtfok2y</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3lc4qjmrxxs2w</link><description>Stasis field effect for a Quest game made in Unreal.</description><pubDate>29 Nov 2024 23:33 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3lc4qjmrxxs2w</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3lc2nj44fxc25</link><description>Hand scanner for VR game on Quest in Unreal Engine.  #VR #vfx #techart #Unreal</description><pubDate>29 Nov 2024 03:33 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3lc2nj44fxc25</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3lbxokpnwfs25</link><description>Projectile for a mobile AR game in Unity.  #vfx #techart #Unity</description><pubDate>27 Nov 2024 23:14 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3lbxokpnwfs25</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3lbnxqavdzc26</link><description>Plasma beam fx made for a Quest VR game in Unreal.  The beam is a cylinder with a material manipulating the WPO values to make it move.  Vertex colours masks the start and end to keep the ends in position.  #vfx #Unreal #techart #gamedev #gamedevelopment</description><pubDate>24 Nov 2024 02:32 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3lbnxqavdzc26</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3lbfy2zo4s223</link><description>Lerping textures while moving through frames of a vertex animation texture.  #unreal #vfx #techart #gamedev</description><pubDate>20 Nov 2024 22:16 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3lbfy2zo4s223</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3lbd7wrkyzs23</link><description>Lighting in a material by passing in a position vector and linear colour in Unreal.  I use a dot product and a bit of extra math to figure out how much to add.  This is relatively cheap vertex lighting.  This was for a Quest VR game.  #Unreal #lighting&#xA;#vfx&#xA;#techart&#xA;#gamedev&#xA;#gamedevelopment</description><pubDate>19 Nov 2024 19:59 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3lbd7wrkyzs23</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3lbamfdkuwk26</link><description>Beam weapon attack fx for an AR game.  #vfx #unity #techart #gamedev #AR #gamedevelopment</description><pubDate>18 Nov 2024 19:04 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3lbamfdkuwk26</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3lb6lipqd422o</link><description>Spherified UVs give the illusion of a spherical shape to a texture on a plane.  I added multiple animatable UVs for a packed texture, shadowing, and UV distortion using a normal map. #VFX #techart #Unreal #gamedev #gamedevelopment</description><pubDate>17 Nov 2024 23:43 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3lb6lipqd422o</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3lb3xygjbyk2z</link><description>Prototype for a sci-fi shield in a Quest VR game.  Dithered for performance on the tiled renderer.  #VR #Quest #VFX #gamedev #gamedevelopment</description><pubDate>16 Nov 2024 22:48 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3lb3xygjbyk2z</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3laz2zywauk2x</link><description>Dash effect made in Unity for an AR game.  #XR #Unity #vfx #gamedev #gamedevelopment</description><pubDate>15 Nov 2024 19:05 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3laz2zywauk2x</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3lawjegtozc23</link><description>Small trails and sparkles for a trophy in an AR game.  Animated UVs driving a packed texture does most of the work.  Unity engine.  &#xA;#vfx&#xA; &#xA;#gamedev&#xA; &#xA;#gamedevelopment&#xA; &#xA;#unity</description><pubDate>14 Nov 2024 18:43 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3lawjegtozc23</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3laro2qu3yc2s</link><description>Mesh-based water fx for a Quest VR game.  Static meshes animated using world offset position in material.  A lot of UV animation of packed textures.  #Quest #VR #VFX #gamedev #gamedevelopment</description><pubDate>12 Nov 2024 20:24 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3laro2qu3yc2s</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3lapw56ltkp2p</link><description>Rocket launcher fx made in Idtech4 engine.  I wrote a bunch of custom shaders to use channel packing, colour lerps, multiple UV animations, and randomization of the parameters.  #VFX #Idtech #gamedev #gamedevelopment</description><pubDate>12 Nov 2024 03:43 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3lapw56ltkp2p</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3lakghwdsls24</link><description>I made the big final explosion for BG2:ToB using 3DS Max.  The pieces were animated using physics simulation.  The arcing of electricity was done in After Effects.  The green stuff in the explosion was a glitch from the Blur studio plugin I used, but I just left it in. #vfx #gamedev #bg2</description><pubDate>09 Nov 2024 23:20 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3lakghwdsls24</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3lahbl4tmll2r</link><description>I use a lot of packed textures and use gradient mapping to recolour each channel.  I prefer to use three colour lerps but in this case I used a colour curve.  Colour curves have more control but require a texture sample which isn&#39;t optimal.  #VFX #Unreal #gamedev #gamedevelopment #techart</description><pubDate>08 Nov 2024 17:14 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3lahbl4tmll2r</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3laetqk6l3b2r</link><description>Anotha one #NWN #rpg #vfx #gamedev #gamedevelopment</description><pubDate>07 Nov 2024 18:01 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3laetqk6l3b2r</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3laetpci6we2w</link><description>I made a bunch of fx for NWN that weren&#39;t used in the final game.  It was the first time I had used fx systems inside a game engine.  #NWN #vfx #rpg #gamedev #gamedevelopment</description><pubDate>07 Nov 2024 18:00 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3laetpci6we2w</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3la7pjywhu22k</link><description>Something I made for a prototype using a VAT.  Lerping between frames in a VAT.  I wanted to get the player&#39;s hands on the ends so they could feel like they were manipulating it.  #Unreal #VFX #gamedev #gamedevelopment</description><pubDate>05 Nov 2024 17:03 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3la7pjywhu22k</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3la3vq2o2a32w</link><description>Sword from BG2:ToB that I modeled, textured, and animated.  #BG2 #animation #rpg #vfx #gamedev #gamedevelopment</description><pubDate>04 Nov 2024 04:43 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3la3vq2o2a32w</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3l7w4liqqo22y</link><description>FX I made for a mobile game prototype about seven years ago.  #Unity #VFX #mobile #gamedev #gamedevelopment</description><pubDate>01 Nov 2024 21:29 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3l7w4liqqo22y</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3l7tak3pidh2c</link><description>I converted something from Shadertoy into an Unreal material.  It uses no image textures; everything is math.  Originally made for a #VR game.  #Unreal #shader #material #gamedev #gamedevelopment #realtime #vfx</description><pubDate>31 Oct 2024 18:02 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3l7tak3pidh2c</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3l7qrsojzfg22</link><description>I made a Burger King restaurant for NFSU2.  I based it off some photos I found of a real BK restaurant.  I wrote something funny on the sign, but they had me change it.  &#xA;#NFS #PS2 #gamedev #gamedevelopment</description><pubDate>30 Oct 2024 18:33 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3l7qrsojzfg22</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3l7p2uclfk223</link><description>Aura of Flaming Death spell fx from Baldur&#39;s Gate II: Throne of Bhaal. Rendered in 3DS Max, and some work was done in After Effects.  Split horizontally in engine so the back half could be put on a layer behind the character. #isometric #rpg #vfx #3DSMax #techart #gamedev #gamedevelopment</description><pubDate>30 Oct 2024 02:10 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3l7p2uclfk223</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3l7mywkki6t2f</link><description>If working on low-precision hardware, you want to avoid using &#34;time&#34; to drive your animated materials. The hardware will rapidly lose precision, and things like UV animation driven by time will start jumping around.  Instead, use a counter that rolls over before reaching the limits of precision.</description><pubDate>29 Oct 2024 06:30 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3l7mywkki6t2f</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3l7jfjyd2c62r</link><description>Buildup for the explosion in previous post.  #AR #Unity #VFX #gamedev #gamedevelopment #shaders #materials</description><pubDate>27 Oct 2024 20:05 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3l7jfjyd2c62r</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3l7jf4p5zhm2c</link><description>Explosion made for an AR game in Unity.  #Unity #VFX #gamedev #gamedevelopment #techart #shaders #materials</description><pubDate>27 Oct 2024 19:58 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3l7jf4p5zhm2c</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3l7h2chkae52i</link><description>Another example of an opaque material that uses a cubemap to fake transparency.  #UE5 #material #shader #techart #VFX #gamedev #gamedevelopment</description><pubDate>26 Oct 2024 21:39 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3l7h2chkae52i</guid></item><item><link>https://bsky.app/profile/canadiancorndog.bsky.social/post/3l7h27csyie2t</link><description>Faked transparency using a captured cubemap.  The surface is opaque.  Useful if you can&#39;t afford transparency or don&#39;t want to deal with sorting problems.  #material #shader #UE5 #techart #gamedev #gamedevelopment</description><pubDate>26 Oct 2024 21:37 +0000</pubDate><guid isPermaLink="false">at://did:plc:ui2v4s6f44oahvvef6bfdttb/app.bsky.feed.post/3l7h27csyie2t</guid></item></channel></rss>