Hello there! This is the protagonist of my game. She's a customizable character who lives in a dinosaur world. More to come, follow me if you enjoy 3d art, animation, anime people/dinosaurs, and game dev. :)
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2025 on Tumblr: Trends That Defined the Year
Game of Thrones Daily
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he wasn't even looking at me and he found me
taylor price

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shark vs the universe
cherry valley forever
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@urlknight
Hello there! This is the protagonist of my game. She's a customizable character who lives in a dinosaur world. More to come, follow me if you enjoy 3d art, animation, anime people/dinosaurs, and game dev. :)
Dev blog #14 is up for Patreons! In this one, I chat about more behind the scenes things like Blueprint refactors, how some systems work, and some more enhancements. There's also a short video showing a quick full turn with the new UI.
🌟 Link here - https://www.patreon.com/posts/dev-blog-14-2025-140433731
happy uh (checks calendar) hug and kiss a dinosaur day
Oh wow thanks everyone for enjoying my dinosaur love <3
For anyone wondering in the comments, this is Ars Meteorica, my game demo. Read more about it through the link but basically it's a Fire Emblem/FFTactics-like that takes place in a dinotopia-esque world. Also to be clear, the demo is not released yet, I'm still working on it. :"D
If you would like to help me finish this game and see more of this kind of stuff please consider supporting my patreon! There's lots more planned (including more creature kissing!) but I can't do it without y'alls help.
yes, actually! they are a 2x2 enemy type
Dev blog #13 is up for Patreons! In this one, I show a little dialogue snippet for a map, and talk about creating the Action Prediction submenu UI/UX. Unfortunately, this is a short one, but I hope yall enjoy it nonetheless!
🌟 Link here! 🌟
Dev blog #12 is up for Patreons! In this one, I chat about major UI overhauls for the game, including a new Action Selector menu for the Grid gameplay mode and a title screen specifically for demos.
🌟 Link here!
Dev blog #11 is up for Patreons! In this one, I chat a bit about my overhaul of Pathfinding using Dijkstra's algorithm, which also works for multi-tile units and lets characters traverse correctly over terrain with cliffs and other features.
⬜⬜⬜ ⬜🦖⬜ ⬜⬜⬜
Read it here!
Dev Blog #10 is up for Patreon subscribers! In this edition, I share a new outfit for Meteor, new art, the new Galli theropan type, updates for the Meteor Maker, some Treasured Keepsake and Birthplace Memory lore, and cool bones.
🌟 Link here
in my game, enemies drop items when defeated and your characters will pick them up! collect reptiles and cicadas and shiny rocks and cool bones
Meteor A mysterious stranger discovered by the young theropan princess Yonec and her human brother, River, in the aftermath of a meteor impact. Struck directly by a Red Meteor, Meteor bears a Star Curse and has no memory of her old life, save for the fragmented lais in her pocket.
in my game, enemies drop items when defeated and your characters will pick them up! collect reptiles and cicadas and shiny rocks and cool bones
hello! do you have a bsky for your gamedev? I'm avoiding Twitter myself because... (gestures to elon musk), and I'd like to follow you elsewhere
oh, yes, same with avoiding twitter! Thank you for asking :)
My bsky is https://bsky.app/profile/mosscoveredbeing.com
When I have time, I'll update my pinned post with my other social media links.
Dev Blog #9 is up for Patreon subscribers! In it I show human Meteor's new face, talk a little bit about dialogue tree based cinematics, share some drawings, and show off dromi Meteor.
Link here
here's another pic of dromi!meteor that i posted on bsky!
Dev Blog #9 is up for Patreon subscribers! In it I show human Meteor's new face, talk a little bit about dialogue tree based cinematics, share some drawings, and show off dromi Meteor.
Link here
Hiya! I really dig your modeling style. Would you mind giving a high level overview of what you aim for? Like polygon count, texture resolution, etc?
Heya! Thank you!! Appreciate the tech question too. I enjoy answering these types of things :)
I aim for in the realm of 60k polys on the base mesh. In addition to the outline method where you duplicate the mesh and invert normals + extrude faces a little, this ends up being like 120k total. Outlines get culled at a distance and in addition to that I use Level of Detail (LOD) meshes to reduce polycount when things don't need to be so detailed/to improve performance with a lot of models on the screen. Honestly though these days polycount doesn't matter as much as it used to.
As for texture resolution I start with 4096x4096 textures and scale it down or just keep it at 2048x2048. Everything is painted in Substance Painter, and I make/animate all my models in Blender.
In terms of texture painting I don't spend a lot of time on realism and just rely on gradients/drawn on, simplified textures. It saves me a lot of time and I think it looks like a pretty coherent art style!
When it comes to rigging and animation these days I'm really trying to save time, so I use a base human rig even for non human characters so I can steal all of the already made animations I have for humans and adjust them for the non human characters.
I think that's a pretty decent high level overview? Feel free to ask me more questions if you have any :)
Following you from Twitter to Tumblr was the best thing I ever did. I don't use Tumblr as much anymore but when I do come here I love to see your progress and how cool your stuff is. Keep being you :D!
Aw, thank you for the wonderful message, really appreciate it! Made my day. Hope to show a lot more cool stuff soon 🥰❤️
A new dev blog is up for Patreon subscribers. In this one, I chat a bit about converting the game to Mac, then from UE4.27 to UE5, show the wip UI for Experience Gained and Loot, the new Desert Biome, and the new title screen.
Link here 🌠
A basic attacking sequence for Auryn (class: Sword Priest)