Giant Floating Head-Maxxing.
Keni
Sweet Seals For You, Always
Misplaced Lens Cap
Aqua Utopia|海の底で記憶を紡ぐ

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noise dept.
art blog(derogatory)
TVSTRANGERTHINGS

ellievsbear

blake kathryn

Janaina Medeiros
Not today Justin

#extradirty

Origami Around
$LAYYYTER
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oozey mess

PR's Tumblrdome
Three Goblin Art
DEAR READER
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Giant Floating Head-Maxxing.
This is a cute lil' documentary about us in our 20s, developing & making Tap Tap Dance, part of the popular Tap Tap Revenge series. I think it turned out really nice! Check it out! Definitely check it out if you like behind the scenes things!
Give our games a try at doomlaser.itch.io — they're all free! And the game on the far left is new (!) and playable in the browser on both phones and keyboards: Future Bike!
A modern wireframe style for a 3D video game.
i post more on twitter
FUTURE BIKE
Pilot your motorcycle across increasingly wild roller coaster geometry and make sick jumps!
Plays in the browser on both phones and computers
PLAY: https://doomlaser.itch.io/bike
Generating Procedural Video Game Dialog With the OpenAI API and Real-Time Text-to-Speech
I integrated the OpenAI API into my roguelike FPS to generate randomized/emergent character dialog with live Text-to-Speech.
NPC dialog lines are generated on the fly, different every time, facilitated by a custom prompt for each line in our custom Unity dialog editor.
Instead of writing the dialog directly, you tell the AI what kind of possibility space to write in, and give it some background on the character, the setting, and the particulars of what’s going on.
I'd like to explore these techniques in game engines further and with more interactivity. Very much looking forward to open source large language models becoming viable.
Full post where I discuss the implications of this technique and possible future directions: https://doomlaser.com/openai-api-generated-video-game-dialog-with-real-time-text-to-speech/
bloody ruins at sunset i post more on twitter
Big Brain takes NO gruff. i talk more on twitter
floating fantasy castles in the sky
the primary goal of the project is to generate interesting procedural geometry and architecture that’s fun to explore. i talk more on twitter
working on a new video game with birds. follow along at twitter.com/Doomlaser
i like the mario 64 style of 3d animation where you just move around a bunch of little discrete parts
new portfolio up on ArtStation
Art vs. Artist
guns n grime.
working on some full-on blade runner style volumetric lighting.
check out our games on @itchio. It’s a great platform, and all our @itchiogames are freeware. ∰ ▸ doomlaser.itch.io — PC/Mac