Sven (@Nevsved) profile picture

Game Designer

Joined May 2026
Photo by Sven (@Nevsved)Photo by Sven (@Nevsved)Photo by Sven (@Nevsved)Photo by Sven (@Nevsved)Photo by Sven (@Nevsved)Photo by Sven (@Nevsved)Photo by Sven (@Nevsved)Photo by Sven (@Nevsved)Photo by Sven (@Nevsved)Photo by Sven (@Nevsved)
🔥This is by far the best VFX i could get out of Opus until now! 🤯 Currently setting up a 3rd person character controller including animation editor, composer and just started layering in the VFX….. Daaamn Opus is cooking well these days‼️ 1. Did describe what VFX types i want 2. Brief description/breakdown of each VFX 3. Prepared a style guide 4. Told it to do research 5. Added at end of prompt: “Spend lots and tons of crazy effort in researching, planning and implementing those effects! we aim for super high visual quality! lets goooo!” ℹ️Animation Editor, Composer and VFX built with @claudeai Opus 5, @MeshyAI for the neutral grey body mesh and rig, @threejs for the cosmetics and gear items, @Adobe Mixamo for the Sword&Shield animation clips. No need for ultracode, no need for the infamous Gauntlet Loop. Well defined prompt + research + high effort is more than enough!
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Bit of additional info! The textures are computed. Every effect is eroded and broken up by noise, and that noise is generated in TypeScript into a THREE.DataTexture at runtime: integer-hash value noise, FBM, domain warping, plus a radial crack field for the ground ruptures. The geometry is procedural too. Ten generators build the shapes from triangles, crescent, flare ring, ground disc, star, shard, rubble, puff, flame shell, flame tongue and the trails, beams and bolts use a tube that is rebuilt every frame along a path with parallel transport, so a beam can be straight, wobbly, jagged or split from parameters. The shading is GLSL. Around 29 shader blocks, including a small shared chunk library (noise, shape and edge helpers) that the individual effects compose. Erosion, the flat colour banding, the ink contour and the heat gradient all happen in the fragment shader against that generated noise, driven by uniforms. Everything reskins from a palette. Eight named palettes of five colours each core, body, edge, ink, ash and any effect takes one, so the same slash is steel, ember, gold, arcane, frost or venom without a shader edit. They are tuned as sets rather than picked individually, because hue has to drift one way from core to ink or two of the flat bands land on the same value and the eye merges them. There is no post-processing and no particle engine. No EffectComposer, no bloom pass. The glow is layered additive geometry, which means a game embedding this adds nothing to its render pipeline to use the effects. Sparks and debris are meshes, not a particle system. The last piece is that effects are fired from animation cues. Sized from the rig's own measurements, a slash reaches as far as the weapon's actual tip and aims where the blow lands.
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It also created a VFX sheet while testing 😅
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Always wanted a little Synth directly on my Desktop to play around with! So I built one, together with @claudeai Opus 5! 🎹 Scale-locked keyboard, 48 synthesized sounds in eight packs, and a creature in the display that reacts to what you play. 🎵 Sounds built using the Web Audio API Feel free to get yours! github.com/SvenSchmid/desksy… #desktop #synth #webaudio
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Added an Armory to my dungeon gunner game! What kind of weapons would you like to see in it?! #gamedev #noideawhatkindofhashtagstouse
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Prototyping a FPS Dungeon Gunner in 3D Pixel aesthetic with @AnthropicAI Opus 5 and @threejs! Quite happy with how the style is coming along, but you definitely need sunglasses, that bloom... aaah! Took a few focused sessions, sunday eve + some hours today to cover - Vertical slice of a simple core loop - FTUE and simple castle meta - Dev tooling - Multiple rounds of testing, polishing, bug fixing. Opus 5 was running max. on High effort. All assets were generated using Three.js and Opus. 🎮 Early demo will be available soon!
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Some clarification on WHAT an asset actually is made of, quite interesting approach! ASCII art in a TypeScript file 🤯
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👾 Get your Deskpet! ✨ Revived an old project about little pixel pets living on your desktop! ℹ️An early version is released at nevsgames.itch.io/deskpet ❤️Feed it, evolve it, decorate, invite friends! 🧠Testing with Qwen 3.5 0.8B as the local AI model :)! ✍️Leave feedback!
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Add me as a friend: PET-RWMQ-5S
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🪄 Magic Monday with Fable! 🧙‍♂️ Once again I'm quite impressed how a few, well defined prompts combined with learnings from previous projects can enable Fable to develop juicy, fun prototypes! Done with @threejs, @claudeai Fable and some human input :)
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Prototyping ⚔️CHEST HERO 🪙, a small Idle Clicker! Implementing game juice, 3d assets and vfx with @claudeai Fable 5 in @threejs feels way smoother! UI is still a bit of a pain and needs lots of guidance but its getting there! Play the early demo here: chesthero.vercel.app/
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I'm blown away! I was experimenting with AI for a creature game and Fable 5 just one-shot an AMAZING LOOKING procedural creature creator! All done through code in Three.js! My original reddit post: reddit.com/r/aigamedev/s/MQC…
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Just submitted GAME BREAKERS for @cursor_ai #vibejam by @levelsio Create anything! Battle anyone! BREAK THE GAME! - Prompt any hero, AI codes it, all directly simulated on the server! - Full multiplayer, multiple game modes! - 100% vibe coded Play at: gamebreakers.gg/
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