August Håkansson's 115th dream ✨
@HakanssonAugust
50% of Motvind Studios / unlikely gamedev, artist and animator / if i can do it so can you / Working on BEYOND THE PLASTIC WALL / any/all
still just writing a lot for the story for Beyond The Plastic Wall these days but i can’t wait to take a few days to get back to the messing around with our lighting system again
just make it good first - you can make it even better later


A year after a #mysterious accident, we return to our #hometown in the hopes of discovering what actually happened that night. A beautiful #story. This made me feel feelings again - How We Know We're Alive youtu.be/xDMDBRWxgO0?si… via #gaming #Sweden #pixel #art #life #love
sometimes you wake up violently hungover only to realize you somehow solved a rendering problem that’s haunted you for years anyway back to bed
how i sleep as a pixel artist when im not worrying about pixel density, tessellation and sub pixel dithering and instead just do stuff cos it looks good and i like it

we'd probably be more productive if we asked ourselves "why?" more often than "why not?" - but then we'd miss out on stuff like this🤤
its just one house out of many that you'll probably walk past without noticing - but that doesn't mean it doesn't deserves the same love and care as everything else!
the more things change, the more they stay the same! How We Know We're Alive (2021) and Beyond The Plastic Wall (TBA)
still a work in progress but we did promise a moving version so here it is!
very curious to hear from 3D developers: do you put your audio listener on the camera or the player? I feel like both approaches have theirs pros and cons and i kinda need to commit at this point

is our game 2D or 3D? yes
Is your game 2D or 3D? Yes
navigation based direct movement with subtle obstacle avoidance! its probably something a lot of games use but it's been a while since i've been truly happy with something! feels nice!