Grilled Cheese

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Grilled Cheese is a product of Village Compute

Version devBuilt at: 2026-10-16 00:38:50 EDT

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@cghawk.bsky.socialSep 9, 2026, 7:38 PM

www.cgtrader.com/3d-models/te...

#3DGraphics
#3DArtist #3DStudio #3DPortfolio #ue5

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@cghawk.bsky.socialSep 9, 2026, 7:31 PM

www.fab.com/listings/4fd...

#ue5 #fabmarketplace #epicgames #Maya3D #archviz

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@cghawk.bsky.socialSep 9, 2026, 7:29 PM

www.cgtrader.com/3d-models/te...

#3d #cgi #blender #gamedev #ue5

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@cghawk.bsky.socialSep 9, 2026, 7:28 PM

www.fab.com/listings/ae1...

#cgi #blender #3d #gamedev #ue5

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@cghawk.bsky.socialSep 9, 2026, 7:27 PM

www.fab.com/listings/4cf...

#cgi #blender #3d #unity3d #ue5

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@krucifear.bsky.socialSep 9, 2026, 6:08 PM

Playtest hours are growing. We are so close to getting the game into your hands!
#indiegame #indiegamedev #UE5 #playtest

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@wsmgamestudio.bsky.socialSep 9, 2026, 11:28 AM

50% OFF - @fab September Flash Sale!

www.fab.com/sellers/WSM%...

• Heavy Machinery Cross-Engine Bundle
• Train Controller Collection
• Forklift Controller

#madewithunreal #unrealmarketplace #UE #UE5 #gameasset #gameassets #unrealengine #unreal #gamedev #indiedev @unrealengine.bsky.social

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@electricdust.comSep 9, 2026, 1:34 AM

Trying to get a bit braver with lighting. #Project8088

#gamedev #solodev #indiedev #indiegame #ue5

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@worldofleveldesign.bsky.socialSep 8, 2026, 8:59 PM

Underground train/subway tunnel stop light. Blockout and final. Modeled in #Maya for #UE5. #gameart

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@cghawk.bsky.socialSep 8, 2026, 4:41 PM

www.cgtrader.com/3d-models/te...

#3d #cgi #blender #gamedev #ue5

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@cghawk.bsky.socialSep 8, 2026, 4:39 PM

www.fab.com/listings/ab1...

@fabmarketplace

#cgi
#blender #unrealengine #fabmarketplace #ue5

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@cghawk.bsky.socialSep 8, 2026, 4:36 PM

www.fab.com/listings/4cf...

#cgi #blender #3d #unity3d #ue5

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@cghawk.bsky.socialSep 8, 2026, 4:36 PM

www.fab.com/listings/ae1...

#cgi #blender #3d #gamedev #ue5

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@tacko3d.bsky.socialSep 8, 2026, 1:50 PM

Coming soon...
THE ULTIMATE ROBOT ARMY JUST GOT AN UPGRADE
9 Remastered Robots, 1 New Robot, Tons of animations, Materials, Weapons and Armor
Get em all in the brand new and update FULL METAL MEGA PACK - DEFINITIVE COLLECTION

Coming to Fab
www.fab.com/listings/fac...
#indiedev #gamedev #UE5 #Unity

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@tinotendamabasa.bsky.socialSep 8, 2026, 1:43 PM

🚀 Build high-quality, next-gen games in Unreal Engine 5 with Ahmad. Comprehensive project management, cross-platform support, free revisions & ongoing post-delivery technical help.

⭐ 4.9 (299 reviews) From $100

Build in UE5 here🛠️ go.fiverr.com/visit/?bta=1...

#UnrealEngine #UE5 #GameDev #IndieDev

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@cghawk.bsky.socialSep 8, 2026, 1:18 PM

www.fab.com/listings/4fd...

#ue5 #fabmarketplace #epicgames #Maya3D #archviz

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@gjverhoeff.bsky.socialSep 8, 2026, 10:42 AM

The two little plugins I use for XR/AR productions Editor Startup Auto Play and Editor Password Lock are now on sale during the September Flash Sale on FAB: www.fab.com/sellers/Suma...

#unrealengine #ue5 #ue #fab #marketplace #sale

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@redcatnoodle.bsky.socialSep 8, 2026, 8:57 AM

Sharper UI, stranger scenery!

I’ve been tweaking Fray: Revelation’s comic-book interface and testing new handmade 3D models in-game. Still a messy testing ground, but it’s starting to feel like Fray. 👀

#GameDev #IndieGame #UE5 #UserInterface #UI #Blender

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@lindwyrmstudios.bsky.socialSep 7, 2026, 11:28 PM

Biweekly Newsletter September 04/2026 (1 image, 1 link)

Transitions/Broadcast Link: imgur.com/a/mDV23FP

#TheLastSanctum #indiedev #gamedev #indiegamedev #ue5 #dragon #dragonart #survival #survivalgame #dragongame #unrealengine #animation #blender #3dart

Code & Misc

Reworked ground animation logic to flow more smoothly between movement states. 
Now interpolates between states linearly (within the state) using a piecewise function rather than scaling only from idle->state or smoothly across the entire graph
Still needs some tweaking, but feels closer to a finished-for-demo product. Now it looks more like realistic movement! Here's a clip showing off the change:

Implemented the turn-in-place animation and blending.
Updated turn-in-place based on feedback to rotate more smoothly and have a smaller angle before moving (to avoid a sense of not quite going the direction you expect).
Fixed some minor ground movement bugs related to turning in place transitions.
Fixed NPCs to correctly walk away when the player is close.

This sprint onward we started and will continue working on networking (multiplayer logic). It's a bit scary and where a lot of games have trouble, so wish us luck! Also, keep in mind that as we work on this, there might be fewer code-related visuals to show as we focus on backend stuff.
Began work on core physics replication logic.
We're using custom movement logic, and so physics replication needs to be updated substantially to simulate client-side correctly without killing networking bandwidth.
The basic infrastructure is very similar to the default Character, but requires non-trivial adjustments for the flight system, climbing systems (particularly latching), and ground movement logic (particularly rotations and permitting carrying objects).
We are currently deciding not to use Iris for various technical reasons, but leaving the door open if needed.
The current approach, based on initial testing, should scale to our target low-end computer / player counts, but the engineering here is being kept open to change depending on performance analysis down the line.
Did some exploratory work on managing NPCs at scale on the server.Did some work on the game's main theme!
Animated Iceclaw's Broadcast. This is a bit simpler than the others because Iceclaw's Broadcast is intended to be "spammable".You can also hear the call for the first time. It also has at least one variant at the moment (shown). Keep in mind that the call still needs a polish/audio quality pass! (WIP)