Updates

3D Viewer

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May 8, 2026 Tooling 3D

I put together a small 3D viewer because I wanted a faster way to check models without opening Blender, Unity, or a heavier asset tool every time.

The main use is simple: open a .glb, .gltf, .fbx, or zipped model, move around it, look at the texture with point lighting or HDRI lighting against different backgrounds, look at the topology with texture, no material, or wireframe, and decide what to do with it next. It does not replace my main 3D workflows in Blender and Substance Painter. It is a quick inspection window that can work with some of my automated scripts to assist in the development of 3D assets in general.

A textured character model viewed in the 3D viewer against a simple brown background.
A dark generated character model viewed in the 3D viewer against a purple background.

I also published a public version on GitHub. My own local version has some more particular processing features for my workflow, but the public one is focused on the viewer itself. It keeps the useful core: fast model loading, camera controls, HDRI switching, basic lighting modes, clay mode, wireframe mode, and a Windows right-click entry for files like .glb, .gltf, .fbx, and ZIP files containing glTF or GLB models.

The same character model shown in clay mode for checking the model shape without textures.
A planter box model shown with a bright wireframe overlay to inspect topology.

One thing I wanted was quick environment testing. The viewer can swap through HDRIs, so I can see how a model reads in different lighting scenarios without setting up a whole scene. That has been useful for catching material problems quickly, especially when a model looks fine in one lighting setup but falls apart in another.

The lighting, clay, and wireframe tools are there for the same reason. Sometimes I just want to see the model shape clearly. Sometimes I want to check the texture and material response. Sometimes I want to see the topology over the surface and get a rough idea of whether the mesh is clean enough to keep using.

There are still some small rendering issues with certain high-poly meshes, so it is not a finished or perfect viewer. But for the job I made it for, it has already been useful: quick 3D viewing, quick lighting checks, and checking topology quickly. The main point is for it to sit inside automated workflows as a quick check before an asset moves to the next step.

The Maze

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April 25, 2026 Game Dev Unity Technical Art

I've been putting together a new Unity development environment that I am calling The Maze. It is basically a playground for keeping my game-dev experiments in one place instead of splitting every idea into a separate project.

Unity scene running in The Maze, showing reflective water, fog, clouds, lighting, and tall test spires.

Right now, this version is mostly about getting 3D rendering into a strong place. So far I've made custom Unity render pipeline features for planar reflections, screen-space reflections, procedural clouds, cloud shadows, water, volumetric fog, lighting, sun rays, shaders, and a custom post-processing setup. I will probably open source some of the individual graphics features later once they are refined enough for other people to use outside my own setup.

In this screenshot, the scene is running at about 175 FPS while drawing about 6.34 million triangles, with a GPU frame time around 5.6 ms. There are only 52 draw calls and 23 set pass calls since there is not a full environment here yet, so those numbers do not mean the whole thing is optimized, but it is already a good sign for the kind of scenes I want to build.

The Maze gives me a place to experiment and prototype quickly within Unity, with different input modalities and rendering styles, without creating a bunch of new projects. The goal is to find interesting gameplay systems, tools, playable slices, environments, animation setups, and other experiments, then combine the strongest parts into final projects later.

Board/Paint Studio Tools

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April 5, 2026 Tooling

I put together a public version of my Workboard app, which I am calling Board Studio. I built it pretty quickly over a few days, using newer AI coding tools as part of the process. Stuff like this only really works well if I understand the software deeply enough to guide it properly. If I let it make too many design decisions on its own, it gets messy fast and I end up in the dark when something breaks. The upside is that once the structure is understood properly, it becomes very fast for me to add custom features, hotkeys, and workflow improvements, which is a big part of why I prefer building tools like this for myself instead of relying entirely on commercial software.

Board Studio main workspace showing lists, notes, references, audio, and media blocks.

It is a Windows Electron app for organizing ideas, references, project spaces, links, media, notes, and other bits of information in a way that actually feels useful instead of cluttered. I use this kind of thing constantly, so getting a clean standalone version out in public felt worth doing.

Board Studio project library and board view with grouped game content blocks.

It also connects directly to a built-in paint system, so I can do quick concepting, edits, and even some basic placeholder sprite work without leaving the app. The GitHub version is posted as its own standalone base, so if anybody wants to use it as-is or build their own version from it, they can. In my own setup I also have it tied into AutoHotKey and some other workflow tools.

Paint Studio sketch workspace with color controls and a character concept on canvas.
Paint Studio workspace showing tiled asset painting and multiple mirrored views.

Paint Studio is built for rough concept work, thumbnails, storyboards, and simple animations, but it also has some stronger tools than that probably makes it sound. It has a full layer system, tiling, mirroring, quick adjustment processing, a good color selector, and a range of brushes including a stamp brush for repeating shapes and assets fast when blocking in contrast, value, and composition ideas.

In the second image you can also see the tiling setup, which lets me paint across the canvas bounds so tiled assets and repeating concepts read more correctly while I work. It also ties back into Board Studio so I can save individual assets as projects with multiple images, layers, and frames. There is also a Unity export path built into it, although I have not used that part enough yet to know where the bugs still are.

Website Update

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March 24, 2026 Tooling

The website has been rebuilt and it is in a much better spot now.

Screenshot of the updated r7321.art home page with updates, projects, and tools sections.

Main goal was making it easier to extend and maintain, so adding new posts, tools, and other content going forward should be a lot cleaner. It also has a new tools section now, better graphics overall, and a structure that makes more sense than the previous version.

There are still things I will probably keep adjusting over time, but this version feels like a much better base to build on. It gives me a better place to organize the assets that I develop. The tools section will also be a place for freely available tools that anybody can use.

New Game Projects

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February 19, 2025 Project Progress

I've spent several weeks experimenting with game ideas, figuring out what my next main project should be. Still haven't fully decided on one, but I've made some progress on many different ideas. Here are the ones worth showing off.

bithunters

bithunters

bithunters is a 2D platformer co-op action adventure game. Up to 4 players can control a personified representation of a futuristic computer program and battle virtual opponents together.

Three Potions

Three Potions

Three Potions is a 2D mission-based hack-and-slash action game, with limited resources and challenging boss fights. I've made the Steam page for this one public, you can check it out and wishlist it here:

Castle Mournfall

Castle Mournfall

Castle Mournfall is a 3D adventure game, with real-time combat, open world exploration, and an interesting storyline. By far the most ambitious of all of these projects, but I'm confident in the ideas behind it.

The current plan is sacrifice project focus to maximize development progress. And it's working pretty well so far. Once a project gets close to completion I can sprint it to the finish line. This seems to be how I work best.

Veyn

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December 2, 2024 3D Art

Made this character about a month or so ago, rigged and textured, 70k tris. Wanted to make a realistic real time character, based on a character design of my own for a future game.

Sidereal Finished 11 - 29 - 24-20241129173601827.webp
Sidereal Finished 11 - 29 - 24-20241129173749465.webp

Ended up looking pretty nice, but I got a little lazy with the pants and shoes. And the hair looks kinda flat.

Sidereal Completed

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November 29, 2024 Project Progress

This week was a lot of reorganizing and adjusting, along with finally wrapping up this game I've been working on for a little over a year. Going forward I intend to focus on smaller, higher quality games with shorter development times.

As my first released 3D game, and with a ton of content, Sidereal was originally meant to be primarily a learning experience, and it fulfilled that purpose pretty well.

After cutting a ton of potential content, Sidereal is completed and will be released on Steam for free once it is approved, which should be next week.

Sidereal Finished 11 - 29 - 24-20241129172536176.webp

It's a walking-simulator exploration sandbox with a bunch of narrative ideas and environmental elements. I'm not even sure how long it would take to beat, but there is an ending.

Sidereal Finished 11 - 29 - 24-20241129172525055.webp

The game has a lot of unique assets, including hundreds of unique item images and models, some of which I decided to use AI to speed up development time. Like I said last week, even if it saves time, using AI really sucks the fun and interest of whatever it is you're making.

Any interesting stuff still has to be done by hand, so in the future using it to fill small gaps and quick optimizations will be helpful, but pretty much anything contributing value or interest to the game I still have to make myself.

Sidereal Finished 11 - 29 - 24-20241129172918688.webp

Learned a lot making this game, can't wait to apply everything I've learned for tighter, more interesting stories in the future.

But some things I envisioned a long time ago came together pretty well, and I hope people find them interesting.

That's the main project for this week, took up almost all my time. Completing and finalizing a game like this takes more than most people think. Lots more to come, though.

Strego

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November 27, 2024 3D Art
Strego Image 1

This was a speed sculpt I did after refamiliarizing myself with zBrush. Rendered in Blender's EEVEE, procedurally textured in Blender, and a little compositing in Krita.

Strego Image 2

Strego is a strange character that I came up with a few years ago. Mostly inspired by the Soulsborne games and some horror monsters. I have an idea for where to use it in a pretty ambitious future project.

Sidereal

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November 24, 2024 Project Progress
Sidereal Image 1

When I first set out to make a game with 100 worlds, I thought that idea sounded cool. It turned out pretty interesting, but maybe not as fun to play as I wanted. It should be releasing for free next week or the week after, so we'll see what people think.

Sidereal Image 2

This week was mostly patching systems together, playtesting and bug-fixing, and calling off some content I originally wanted to add, but don't think I should spend the time on right now.

Sidereal Image 3

Building a unity game with tons of scenes and unique assets for 3 platforms is a huge pain though. Unity 6 and the build profiles seem promising, can't wait to use that for my newer projects.

Sidereal Image 4

I never minded the splash screen, but apparently some players do, so I'll probably be turning it off for my future projects. But I still love Unity above the alternatives.

Sidereal Image 5

Since the concept of this game is so massive, I tried to use AI in a creative way to speed up the development of some assets, some textures and icons. But I found that, while current generative AI systems can be useful for saving time, relying on it for creativity rarely has good outcomes. It always seems to fall short creatively, and I often have to spend more time correcting it than I would have just starting the idea from scratch myself. In its current form, AI is very useful for speeding up some kinds of unimportant busywork, rendering filler elements or looking up coding syntax, but knowing its limits is really important for staying productive. In the future, I don't intend to rely on current generative AI for any problems requiring creative solutions.

Website Launch

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November 22, 2024 Website

The r7321.art website has finally been completed!

The plan is to post updates on here every so often with details and behind-the-scenes of the projects I've been working on. I typically bounce between a bunch of things, so these posts will be a little scatter-brained.

I'll also be updating my patreon with assets that I make for my projects, alongside requests for feedback and all that good stuff. That should start next week.

I also might just give my thoughts on stuff I saw recently, anything I feel like I can uniquely add or give some value from my perspective, and I'll try to keep it concise.

So, first post, let's go.

Website Screenshot

The website turned out pretty well. It's all HTML and CSS and JavaScript. I'll make updates to it when I see value, but I'm happy with it for now. Not sure if the particles are too distracting, and I couldn't figure out a better way to align the header bar for mobile, but it works. I'll see what I can do.

Source code is on my GitHub if anyone wants to look: