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Kiaran Ritchie
7,085 posts
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Kiaran Ritchie
@kiaran_ritchie
Robotics / Animation / Tools Engineer, ex Principal Animation Programmer at @EpicGames, author, game developer.
Canada
Participa desde July 2017
499
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7,618
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  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    7 de mai. de 2024
    Em resposta a @tim_cook
    The symbolism of indiscriminately crushing beautiful creative tools is an interesting choice.
    1M
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    9 de jan. de 2024
    Em resposta a @Johnie
    It's gone sentient and started having a long distance love affair with my wifi connected stove.
    517K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    16 de jul. de 2024
    Hear me out: A game where you play a gnome wizard commanding a massive iron golem that you can clamber over for safety, repairs, or to reach high places.
    user avatar
    80 LEVEL
    @80Level
    16 de jul. de 2024
    Game Developer @Toyojiro3619 showcased a new Unreal Engine 5-made mechanic that lets one climb giant characters, Shadow of the Colossus-style. More demos here: 80.lv/articles/shado… #unrealengine5 #ue5 #unrealengine #gamedev #indiedev #gamedevelopment
    00:00
    76K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    23 de jul. de 2025
    While we're on the topic of "impossible to build videogame styles"... I've always thought 1970s gouache watercolor concept paintings would look amazing in motion. (midjourney)
    00:00
    139K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    5 de abr. de 2024
    What is this rendering style and has anyone ever tried to do it in a videogame?
    176K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    14 de mai. de 2025
    #UnrealEngine5.6 has a "Locomotor" plugin which provides a new #ControlRig node for procedural locomotion. It takes a target position as input, and outputs an array of feet transforms which animate over time to step towards the goal location. Pelvis motion is also generated.
    00:00
    207K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    15 de nov. de 2025
    This is procedural animation in #UnrealEngine 5.7, using a Control Rig running a Locomotor to generate footsteps, and the new Control Rig physics to drive the pose to the target step locations.
    00:00
    115K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    22 de abr. de 2025
    Em resposta a @elonmusk
    This assumes centrism is most closely aligned with reality. Which may or may not be the case. I say, stick to optimizing for truth and let the politics fall where they may.
    45K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    20 de ago. de 2025
    Em resposta a @birdabo
    The meme never fails
    40K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    20 de fev. de 2025
    You should follow Industria 2 because... look at it. But also: This is your daily reminder that non-linear step frequency and movement speed is a huge underrated boost to animation fidelity. Real creatures don't smoothly glide around like an Unreal capsule; they lurch, bump
    user avatar
    INDUSTRIA 2
    @INDUSTRIA_game
    20 de fev. de 2025
    new animations for our enemies🚶 added stumbles, proper foot placement and more dynamic attack swings!
    00:00
    58K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    24 de out. de 2025
    Locomotor is great for huge characters because it guarantees no foot sliding (which is 100x more noticeable on giants).
    user avatar
    鹿野護
    @zuga
    24 de out. de 2025
    巨大な三本足のテスト。ドスンドスンとゆっくり追いかけてきます。足の制御はLocomotor。地面との衝突はLineTraceを使ってみました。 #GameDev #UE5
    00:00
    76K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    5 de ago. de 2025
    Games need extremely precise control over the world model. I continue to believe we're headed towards a hybrid engine with traditionally simulated game state bolted to an AI rendering engine that will handle cosmetic VFX like footprints in the sand, cloth wrinkles etc.
    00:00
    166K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    15 de jan. de 2025
    Em resposta a @notch
    A custom engine is a luxury. I've released two indie games on Steam. One using a custom C++ engine, the second on Unity. Engine development became too costly and distracting to maintain.
    89K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    22 de mai. de 2025
    Em resposta a @HashemGhaili
    52K

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