• Face Swapping

    Hey Folks! Gradually getting there with the live portraits feature. Getting faces to show in the right part of the UI, as well as getting some variety to them.

    The UI portion of it wasn't too hard, though it required some banging around to get it right. For now, the portraits area of the UI is a single texture that covers the lower left of the screen. And that texture is being

  • It's Getting There!

    Hey Folks! Hope everyone had a good weekend. It was a pretty normal family deal for us, which was nice in some ways. And thanks to the recent Steam sale, I've been logging hours in Stellaris. Enjoying it so far! (Though my first empire crumbled upon the first war.)

    Getting back to animated faces, I think we're making good progress. When I left off on Friday, I was a bit

  • Face Animation, Part 2

    Hey Folks! More work on faces today. Yesterday's test was a fairly good proof-of-concept, but still had a long way to go before it could be used in production. Adding a second face (the "Akiko" one in today's screenshot) to the mix showed a lot of deep flaws in the animation. Yesterday's face (let's call him "Jones") had some significant shape

  • Face Anim Test

    Hey Folks! Decided to do a bit more facial animation/expression work today, adding some more poses and features. Plus, I grabbed one of the sample faces I made before and converted it to work with the face rig. Here's a preview:

    There are a few things going on here.

    First, the same expressions you saw yesterday are here, plus a new one for fear. I wired them up to

  • Facial Expressions for Crew Portraits

    Hey Folks! I did tech art today! I know that probably sounds unexciting to most, but it's sort of a significant coincidence for me. Tech art is basically the thing that got me into the games industry, and my first job at BioWare. It covers a lot of things, but is basically like a dual-class artist/programmer. Someone who can create art content and tech features to amplify them (and/or

  • Character Drama, and Stream

    Hey Folks! Busy day today, so not a lot of work to show. However, a lot of thinking/planning about character drama, so I dug-up some character art ideas for today's screenshot.

    Probably the most exciting thing today, however, was the IndieMegaBooth stream. Pnubis hosted an hour stream of him playing NEO Scavenger while we chatted over Discord, and it was a good time! I

  • NEO Scavenger iOS and Android v1.2.8 Released!

    Hey Folks! NEO Scavenger Android and iOS have just been updated to v1.2.8 (build 4412). Builds should be available soon on Android and iOS pending store approval.

    The following updates are included in the patch:

    Added instant tooltips. Touch and hold blank space, then drag around to get instant tooltips. Fixed DMC access obstructed by UI. Fixed crash due to crafting certain demo
  • Docking Success. And Happy Thanksgiving!

    Hey Folks! I managed to dock today! After a string of fixes, I was finally able to dock on that voyage from BCER to MTRS. It just took some adjustment burns at the tail end of the trip.

    Early in the day, I focused on fixing the plotter station bugs seen in yesterdays video. (Well, technically, I did my business taxes first, but...snooze.) Anyway, the first issue was that the station (

  • Docking Video!

    Hey Folks! Sorry for the late post today. I wanted to record a video to show off the docking system in more detail, but wasn't able to get much quiet time until later in the evening.

    I won't blather on too much here, since the video can do the talking for me. Enjoy!

  • Mobile Patch Testing, and Docking Revision

    Hey Folks! Hope everyone had a good weekend. Unfortunately, cold season has arrived, and all of us were pretty much down for the count. The sniffles and sneezes continue, but I think we're getting back to normal.

    In mobile news, the patch is uploaded, and we've been able to verify most of the fixes so far. One thing left to check, and I think we can issue the patch to both iOS