XaiJu
aarthificial

aarthificial

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aarthificial posts

Back to Work

TLDR: I'm closing Patreon and going back to work as a software developer.

When I quit my job two years ago I wasn't really planning on turning YouTube into my new job. I submitted my resignation months before my Pixel Art Animation video went viral and my plan was to use my savings (which would last me for about a year) to focus on Astortion and just see where things would go.

Regardless, through some miraculous coincidence, the channel exploded right after, allow...

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Pausing Billing for June

Hi everyone!

I'm sorry for the lack of videos and livestreams this month. Due to some private matters, I had to take a month off, so I didn't really make any progress on any of my projects.

As such, I paused billing for the next month, so you shouldn't be charged for this period.

I'll give you a more extensive update in a few weeks.
Thanks for the support and until then!

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Reimagining Astortion | Devlog 0

Hi everyone,

The new devlog is out!
It's meant to serve as a re-introduction to Astortion. I present my current vision for the game and describe how it changed compared to the Unity days.

I have a more technical video planned for later this month where I'll go over my Blender-to-Bevy pipeline so stay tuned for that!

Thanks for the support!

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Astortion Playtest

Hi everyone!

The first Astortion playtest is finally ready, and I can't wait for you to play it! As with Solomon's Link, I'll start with the Compute tier and then expand the playtest to other tiers in the following days. I have some issues with cross-compilation so currently, the game is only available on Windows.
You can head over to our Discord server for more information.

Also, apologies for the lack of videos this month. I decided to focus all my efforts on the playtest to ...

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Astortion Update

Hi everyone!

I wanted to give you a quick update on Astortion.
I've been working on it for a little over a month now and things are going well. I'm a bit behind the schedule but we should start playtesting in a few weeks.

I spent most of February learning the ropes of both Bevy and Rust, setting up the project, configuring hot reloading, making it work with Blender, etc. I still have lots to learn but I feel relatively confident now.

2024-03-23 22:30:59 +0000 UTC View Post

Could This Asset Be Code?

Hi everyone!

The new video is now out.
It's a culmination of months of work on Motion Canvas featuring brand-new shaders and a revamped code animation system that will be released in the next version.
I'm in the process of cleaning up the video's source code and will make it public sometime next week.

Thank you for the support!

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Sneak Peek: Assets And Code

Hi everyone!

Here are a few shots from the next video "Could This Asset Be Code?". Finishing the script turned out to be more difficult than I expected. I ended up rewriting the whole thing. But I'm now halfway through the animation so the video will be out next week.

In case you're interested, here's the storyboard for the video:

I've been making those ever since I starte...

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One Year of Motion Canvas

Hi everyone!

Here's the Motion Canvas anniversary video scheduled for February 4th.
Hope you enjoy it!

Status update for the next video:
I originally planned to make a video about Bevy's schedule system but decided to move that to a later date so I could better understand it.
Instead, I'm working on a video titled "Could this Asset be Code?" which dives into the differences between data and behavior in the context of game dev, where we draw the l...

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2024 - New Year New Me

Hi everyone, hope your new year is turning out great!

I want to continue the tradition of making new year posts.
Last time, I shared my plans for 2023, namely:

  • Release of Motion Canvas
  • The Foundations project
  • Release of Typewriter

I managed to complete all of those, but it didn't come without a hit to my upload schedule, with only four videos released that year. So...

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A Little Reset - Channel Update

Hi everyone!

Here's a quick channel update I mentioned in the previous video. It publicly announces the complete rewrite of Astortion in Bevy which you may remember from My future with Unity.

It also goes into some of the mistakes I made when developing Astortion and how I'd like to fix them this time around.

Thanks for reading!

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Solomon's Link

Hi everyone!

The release video for Solomon's Link is up on YouTube!
It won't be public for a few more days, but I figured I share it with you sooner than usual.

In the video, I mention some personal issues that impacted the development. I didn't want to go into the details publicly but I think I owe you some transparency. But please note that both Max and John were volunteers working on the game for free in their free time and I'm extremely grateful for the amount of work they ...

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The bitter-sweet fate of Foundations

Hi everyone!

It's been a while, so I figured I'd give you a quick update on Foundations:
It's not good.

Those of you who are helping with playtesting might have noticed how little content there is in the game. There's only a tiny tutorial scene, one proper Loading Docs scene with a simple environmental puzzle to solve, and that's about it.

This is not because I wanted to hide the rest of the game from you so as to not spoil the fun. No n...

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Safekeeper Early Access [ENDED]

EDIT: Safekeeper is now publicly available on GitHub.

Hi everyone!

Safekeeper is a package I talked about in one of my older videos. It's a simple save system initially designed for Astortion, but it's also being used in Foundations...

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Foundations Credits

Hi everyone!

Just wanted to let you know that the "Patron shout-out" perk applies to Foundations as well. Like with my videos, members of the Fragment and Compute tier will be included in the credits of the game.

The same rules apply:

  • The shout-out is opt-out - please message me if you don't want to be included.
  • Your Patreon name is used by default - you can message me if you want to change it to something else.
  • <...

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My future with Unity

Unity has been doing rounds again after announcing its new pricing plans. I figured it's as good of a time as ever to talk about my future with Unity. Please keep in mind that regardless of the timing, my thoughts were not really influenced by the recent questionable business decisions. This post has been a long time coming. I've been thinking about it for the past year or so.

TLDR: I decided to abandon Unity and rewrite Astortion in View Post

Typewriter Early Access [ENDED]

EDIT: Typewriter is now publicly available on GitHub.

Hi everyone!

Typewriter is finally available to my Compute tier supporters!

Just like with Motion Canvas, access to the project and all future updates is managed via a GitHub organization. To join it, send me your GitHub username or e...

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Foundations and Updates

Hi everyone!

Apologies for a bit of a longer break. I dedicated a significant portion of May towards Motion Canvas. We introduced a few exciting features, such as the FFmpeg exporter that lets people render their animations directly to a video file.

But all the while, I've been actively looking for the lead writer for Foundation...

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Rendering 2: Smooth Parallax

Hi everyone!

The new rendering devlog is here!

As you'll probably notice, it doesn't include a sponsored segment.
I recently enabled YouTube ads on the channel and the revenue they generate seems promising and may postpone the need for sponsors. This is the first video that will go live with ads enabled which will let me judge the situation better. I'll keep you informed.

Anyway, hope you enjoy the video!

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Sneak Peek: Smooth Parallax

Hi everyone!

The new video will be released next week. I was kinda hoping to finish it before the end of the month but I still need a few more days. So here are a few stills as a little sneak peek!

This is the second part of my Pixel Renderer Devlog. Initially, it was meant to be about volumetric fog. But as I was writing the script, I realized there are some other topics I need to cover first for the fog video to make sense. So this one covers the smooth parallax effect. I mentio...

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Foundations

Hi everyone!

As promised, I'd like to talk to you some more about the Foundations project. What it is and - more specifically - why it is.

When I introduced Astortion in my first devlog, it was meant to be a simple game "so it won't take too long to make." Well, we all know how it went. Although the scope of the game didn't change that much, my initial time estimates were definitely too naive. On top of that, I've become attached to the game, and so have...

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Motion Canvas Postmortem & Updates

Hi everyone!

During the release of Motion Canvas, I said this silly line:

After the release, I want to relax a bit and focus again on game development - starting with the announcement of the Foundations project, which you may expect next week.

Needless to say, none of this happened. To say that the release was overwhelming would be an understatement. My low self-esteem led me to believe that the release would not be that big of a deal - that a few ...

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The public release of Motion Canvas

Hi everyone!

As I've mentioned in the new year post, Motion Canvas is finally getting released!
Once this video goes live, the official repo will be made public and the packages will be released to npm. 

I'm not gonna lie, this project has consumed more time and energy than I'd like to admit. After the release, I want to relax a bit and focus again on game development - starting with the announcement of the Foundations project, which you may expect next week.

...

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2023 - New Year New Me

Hi everyone, hope the new year is going great for you!

Sometimes I feel like I'm not transparent enough with you. Often when I want to share a sneak peek of what I'm currently working on, a voice in my head says "no one cares" and I end up sharing nothing. I know that it's silly and it negatively affects those of you who actually care. So this year I'd like to try and be more open about what I'm doing and share more things with you.

I'd like to start by talking about three import...

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Rendering 1: Deferred Shading

Hi everyone!

As promised, the new video is here.
It marks the beginning of a new series focused purely on rendering and visuals.

I hope you enjoy it!

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Minor Delays

Hi everyone!

Sorry I haven't been active recently. I got absolutely absorbed by upgrading Astortion's Pixel Renderer that I presented to you some time ago. I'm currently working on a new video series that will explore the inner workings of this renderer in depth.

Needless to say, I bit more than I could chew. The next video is easily my most ambitious and longest one. I was hoping it would be ready by the end of...

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Devlog 28: Season 2 Finale

Hi everyone!

The new Astortion Devlog is out!
This time we're taking a look at how new abilities are unlocked.
This devlog also marks the end of phase 2 of Astortion's development.
Which Means that all the major systems I have planned for the game are ready.

Thanks for all the support!

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Devlog 27: Schrödinger's Levels

Hi everyone!

Another Astortion Devlog is here.
We're taking a look at an extension of my Typewriter system called Cartographer. It can dynamically change the structure of the world based on the player's choices.

Thanks for all the support!

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Going Full-Time - Channel Update

Hi everyone!

I'm happy to officially announce that I quit my job and will now work full-time on Astortion and my YouTube channel.

Thanks so much for your support!

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Making Devlogs with Code - Motion Canvas

Motion Canvas has been my secret project for some time now and I'm excited to finally talk about it: what it is, why it is, and how I use it to make animations for my devlogs.

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YouTube Memberships

Sorry for the spam, but I forgot to add it in the previous post:
With the release of the newest devlog, I'll be enabling YouTube Memberships on my channel. 

The perks and prices will be exactly the same as here. I also don't plan on closing my Patreon any time soon. I simply want to let people choose what's most convenient for them.

If you'd like to switch over to memberships, you should be able to do that tomorrow.

Oh, and thank you all so much for staying with me ...

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