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🎮 Senior World Artist @bungie.net - Marathon, Destiny 2 🧪 Indie Horror Game Dev - making Hollow Doll ♾️ Witchcraft and Androids 🏳️‍⚧️ haunted sapphic girl 🐇 32 [she/her] 🌐 ninehydras.carrd.co [opinions are my own]
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Going to start a thread of all the areas I worked on for Marathon <3 <3 first up: bioresearch #MarathonTheGame #Marathon
"Game dev is one of those jobs you only do when you really want to. It's not going to make your parents proud, you're unlikely to get rich in an industry that lays off people for making superhits, and its a demanding & confrontative job. Why would you let a machine do the thing you're here to do?"
14h
1d
COMPLEX! This area was so fun to work on and where I really started understanding our art style and translating the graphic realism to a 3D game environment. I spent lots of time applying Patrick Bloom's amazing graphics to all the walls and figuring out layouts and color blocking. #MarathonTheGame
MORE cryo-archive <3 Dima once again provided this insane cable bag concept connected to the panopticon that I got to bring to life in-game! I ended up spending an equal amount of time on them as the panopticon itself. it was a really fun part of development, they turned out cool :3 #MarathonTheGame
I spent quite a lot of time going through each region of the game and applied large, bespoke, graphical branding created by Patrick Bloom to every region in Dire Marsh. I would find key postcards of different approaches to each area and apply large color blocking and graphics. #MarathonTheGame
I am SO happy that I worked with Dima Goryainov many times on this project and helped bring his concepts to life in the game. Here's the panopticon at the center of Cryo-Archive and the original concept Dima developed for it. I hand modeled all of the in-game cables in Blender haha #MarathonTheGame
This might look like any other mundane hallway in the game, but this area I was responsible for implementing a "vertical slice" finished interior environment based off Patrick Bloom's concept. I worked with all the departments, inching our in-game implementation of the artstyle to the final look <3
a wall , just one, a short one.
Vandal shells are troublemakers: Off-market, kit-bashed proprietarily RUNNER-centric tools of chaos.
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Video
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I spent the last few months talking to over 30 game developers about generative AI. It began as a sort of interview survey but became a pretty comprehensive collection of arguments against the technology altogether. www.gamesradar.com/games/why-so...
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Rami Ismail (رامي)
1d
Marathon
daniel chavez
With credits ranging from Dispatch and Marvel Rivals to Uncharted and Dragon Age, over 30 devs share their thoughts on gen AI
www.gamesradar.com
Why so many game developers don't want to use generative AI
Austin Wood