![]() ![]() Cutting down on time spent on this step means I’m able to spend more time making the game! There are a ton of different aspects to game dev, and asset creation is arguably the most time-consuming. As a solo dev, I am able to vastly increase the speed on my workflow by creating assets in a procedural way, and this is really important for making progress. My logic for pairing Houdini and UE4 is that they are what I’m most comfortable with, and happen to also have a lot of synergies. I love games with compelling stories as well as gameplay, and I want to tell one about being thrust into the unknown and learning to survive on your own. Elements of that now form the basis of Lucent, and I’m really excited to finally bring it to reality. More than ten years ago, daydreaming with some friends, we started to plan out a story for a game. Along the way, you fight monsters and explore an ever-changing landscape, discovering more about the world around you. Lucent is an action-adventure game in which you play as a boy who wakes up to find his village shrouded by darkness and must quest up a mountain to ask the old gods to restore light to it. The more I learned Houdini, the more I realized how awesome it can be for game dev, so I decided to see how far I could take it. However, the one thing I’ve wanted to do for as long as I can remember is to create my own games. ![]() Since I was a kid I’ve always been interested in CG and games and dabbled with various 3D software programs throughout my life as a hobby, but never thought it could be a job until the past few years when I learned FX in Houdini. Some projects I’ve worked on are Christopher Robin, Captain Marvel, Aquaman, and Spiderman: Far From Home. I’m currently an FX artist in the VFX industry. Hi! My name’s Kristian Kebbe, and I’m from Melbourne, Australia. ![]()
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