Gamedev / tools - Co-founder @unbound_io with @rianflo Made @clayxels , @nauticrawl and lots of failed stuff. Ex. DreamWorks, MPC VFX, Lionhead Studios

Asked Opus 5.5 to make me an SDF warrior frog using Unbound Loop MCP -> real-time AI augment -> Tripo Smart Mesh P2 output. Cool workflow if you need everything to stay editable and iterate on those assets.
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This is midjourney + minimax H3, it's quite beautiful but forget slop or non-slop for a second. Imagine you make an image yourself, then use video-gen to explore what you want your game visuals to look like BEFORE there's even any code or asset 🤯
to the harbor
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Improving the output workflow in Unbound Loop, so I made a warrior frog to test things out🤷🐸
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Actually Opus 5.5 made it, I just can't get used to saying it.
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Andrea Intg. retweeted
Create lightweight 3D game assets from your densest, most detailed meshes using Unbound Loop's newest retopology tools. Try it out for free 👇
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Old concept still stuck in my head for a game entirely played inside a haunted doll house. All made with SDF.
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I'm having a hard time focusing today, I'll be honest. Head spinning as I see an endless scroll of absurdly good looking stuff made with Opus 5.5. Not one thing looking like the other, no vanilla styles either, just bangers. WTF is going on.
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Me, a couple of days ago: Astra will change everything, we need to get ready in a couple of months by the time it becomes default and it's in everybody's hands. Reality, a couple of days ago: Opus 5.5, everyone one-shotting entire playable worlds. 🫠
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This is all SDF btw, interactive, modifiable, now running in the browser 😍
Old scene from @andreintg running in the browser with GI. He set a lot of things to minimally emissive for style back then and I did not change anything :-)
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Damn adorable
🏠Cotton City is a casual city builder where houses, roads, trees and tiny vehicles look as though they have been crocheted onto a fabric canvas. 🌲Start with a few streets and watch your neighbourhoods take shape, stitch by stitch.
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Oh hello Opus 5.5, please meet Unbund Loop's MCP: "sculpt a sci-fi looking car with jets instead of wheels" Low-poly outout model by @tripoai
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Andrea Intg. retweeted
An altar in the scrub. #threejs + @unbound_io
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Andrea Intg. retweeted
put together a smol toy game engine with @pmndrs glyph, koota, typegpu and Effect.
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Andrea Intg. retweeted
More work on Unbound Engine Web from the weekend. Decided to take a stab at dynamic GI. Plan is: - Light Propagation Volumes - Inject RSM + Punctual + Emissive - Far field SDF AO First images. With artifacts still. Everything still requesting max limits from WebGPU.
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Andrea Intg. retweeted
We're starting to take calls with solo professionals/studios that want to adopt a whole new way of generating 3D assets in real-time. Go to loop.unbound.io Click the feedback button and book a 30 min call directly with the team that'll be cooking for you 🧑‍🍳
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Andrea Intg. retweeted
Did you know about Unbound Loop's new expanded agentic capabilities? Use our built-in agent to create flexible, editable SDF models and control real time previews and model generation. Or connect your own agent via MCP bridge and start creating your way.
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Cool interview with Ingi Erlingsson on AI applied to creativity and how to a 20 years veteran it's all just one more tool in the toolbox. piped.video/ktSEt_8T9MA
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Time for AAA to unleash Jev at revising suposedly human-made WC art in every game 😬
We’re in the timeline where a simple UV / z-fighting or whatever rendering problem gets turned into a generative AI accusation. Nothing to see here, this is simply a rendering / asset problem…
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Andrea Intg. retweeted
I wanted for this game to be equal parts exploration while interacting with other creatures, and sandbox, but I couldn't fully figure it out. Maybe it could have worked as a multiplayer co-op 🫢
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