Reid Hannaford
@reid.work
📤 491
📥 275
📝 241
Filmmaker • Game Developer
#b3d
#godot
Canadian based in NYC
https://reidhannaford.com
pinned post!
Stuck in the trenches...
#GodotEngine
#indiedev
#gamedev
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4 months ago
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In
@blender.org
's "Projects to Look Forward to in 2026" blog post they mention a "3D brush" for texture painting, which would replace the projection-based painting method with a brush in 3D space, similar to how the sculpt brush works.
www.blender.org/development/...
#b3d
#blender
#indiedev
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Projects to Look Forward to in 2026 — Blender
New tools, collaboration, and broader platform support.
https://www.blender.org/development/projects-to-look-forward-to-in-2026/
4 days ago
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Why can I not just set a mesh's origin to the selected vertex in edit mode in Blender? I know how to select a vertex, shift+S to set the 3D cursor to selection, switch to object mode and set the origin to the 3D cursor, but this has always felt like way more steps than necessary.
#blender
#b3d
7 days ago
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Games teach us we don't play to win, we play to struggle to win. The constraints are an intrinsic part of the goal! You could drive a marathon but that defeats the whole point. Same with making things. The goal was never the finished piece. A tool that skips the process robs you.
#gamedev
#indiedev
8 days ago
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We’re witnessing the very real death of the open web in general. Something needs to be done, or we risk losing the web entirely to bots.
#godot
#foss
add a skeleton here at some point
12 days ago
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This is really interesting. I think it's happening across the board in entertainment, like Stranger Things taking 3+ years between season 4 and 5 when we used to get a new season of a show every year. Hard to maintain excitement and hype when the creative cycle is so slow.
#gamedev
#indiedev
add a skeleton here at some point
13 days ago
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If I'm working on my game, it's the end of the day, and I'm tired, I start making poor decisions. Messy code, rushed architecture, sloppy work. My fatigue turns into impatience. Stuff I'll need to fix later. A good reminder that it's better at that point to stop for the night.
#indiedev
#gamedev
16 days ago
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I'm super impressed with
@blender.org
's built-in video editor (sequencer). Should not have slept on this until now... the only major deal breaker I've encountered is the lack of audio tools and effects. For quick stuff though or edits without the need for audio tooling this is pretty amazing.
23 days ago
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Credit where it’s due:
@adobe.com
reversing course on Animate is great news, and how this should’ve been handled from the start. But the fact they were willing to brick the app is still a huge red flag. This can happen again. If your livelihood depends on Adobe, prep an exit plan.
24 days ago
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I can’t overstate how bad
@adobe.com
's move to shut off Adobe Animate is. They aren't just sunsetting the software. They’re bricking the app. Your files and projects will become inaccessible. If you rely on any Adobe software, this should scare you. Time to jump ship.
25 days ago
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End of an era. This is one of the many reasons I try to only rely on open source software.
@blender.org
and
@godotengine.org
for life!
add a skeleton here at some point
26 days ago
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Digging into learning low poly character modeling. Definitely a bit outside my comfort zone but I'm enjoying the process!
#blender
#modeling
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26 days ago
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Nothing humbles me like scrolling my entire following list trying to find someone whose username I forgot. This happens often.
29 days ago
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reposted by
Reid Hannaford
Blender
about 1 month ago
Blender Foundation is thrilled to announce that Netflix Animation Studios is joining the Development Fund as Corporate Patron. This support will be dedicated towards general development, to improve content creation tools for individuals and teams working in media workflows.
fund.blender.org
#b3d
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This is my monthly post in anguish that Linux has no viable Photoshop competitor. If this were only solved I could fully switch to Linux across the board. For now I'm stuck flipping between MacOS for Photoshop and Linux for literally everything else.
about 1 month ago
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Godot 4.6 is out! This is a huge one. P.S.
@heytibo.bsky.social
the release website looks so good!
godotengine.org/releases/4.6/
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Godot 4.6 Release: It's all about your flow
With the stability gained over the past five releases, it's time for polish and quality of life improvements for everyday development.
https://godotengine.org/releases/4.6/
about 1 month ago
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Had no idea Godot supports blend shapes! And they can be keyframed like anything else. Incredible.
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about 1 month ago
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Don't underestimate the importance of good assets in 3D. Godot looks great out of the box when you use nice models & PBR materials. Other render engines like Lumen or Cycles allow you to get by with comparatively "lazier" asset work, as the engine itself (mainly lighting) does more heavy lifting.
about 1 month ago
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The proliferation of AI slop is less of a problem than the algorithms that incentivize that kind of content. I would be less worried about slop flooding the market if we didn't all consume everything through the filter of algorithmic discoverability.
about 2 months ago
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This Blender EEVEE tech demo from
@glebalexandrov.bsky.social
is incredible. I want to give learning EEVEE a real shot in 2026
www.youtube.com/watch?v=QGUc...
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Blender 5.0 EEVEE Looks INSANE - Demo Reel (Vulkan Rendering)
YouTube video by Gleb Alexandrov
https://www.youtube.com/watch?v=QGUctcDzc9I
about 2 months ago
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Asset packs should always come with a demo scene arranging all the assets in a grid (i.e. a “museum”). Bonus points for multi-engine software support (Blender, Godot, Unreal, etc). Even better: include a showcase scene that demonstrates how the assets are meant to be used too.
2 months ago
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Donate if you can! By giving to the foundation you're directly supporting making the engine better. I happily donate on a recurring monthly basis.
add a skeleton here at some point
3 months ago
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reposted by
Reid Hannaford
Joseph Humfrey
3 months ago
⭐️ Godot’s Scene System Is Just Brilliant ⭐️ I wanted to draw attention to a few of my favourite features in
@godotengine.org
. What do I love about Godot's scene system? Read all about it:
joethephish.me/blog/godot-s...
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Godot’s Scene System Is Just Brilliant
Joseph Humfrey is co-founder of inkle & Founder of Selkie Design
https://joethephish.me/blog/godot-scene-system/
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Every single time I download a new font I need to google if OTF or TTF is better.
3 months ago
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@ottoojala.com
otto it took me 84 throws to get 3 points I hope you're happy
3 months ago
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reposted by
Reid Hannaford
Godot Engine
4 months ago
GodotFest is now behind us, leaving a Godot-sized void in our hearts Let's rectify that with a development snapshot:
#GodotEngine
4.6-dev4 is now live! 🎉
godotengine.org/article/dev-...
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Dev snapshot: Godot 4.6 dev 4 – Godot Engine
Powering through the post-GodotFest blues
https://godotengine.org/article/dev-snapshot-godot-4-6-dev-4/
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@passivestar.bsky.social
heads up – looks like your site is down! Went to reference your Ucupaint article and got an invalid response
4 months ago
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I'm spending a lot of time on level design these days, and while looking for resources I found an interesting write-up from
@michaelbarclay.bsky.social
detailing how they designed the huge open space for The Last of Us: Part 2's day 1 Seattle sequence.
4 months ago
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IK modifiers got merged for Godot 4.6 and I am incredibly excited about it. Been hoping for this for a long time. Thank you TokageITLab ✨
github.com/godotengine/...
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Add `SkeletonModifier3D` IKs as `IKModifier3D` by TokageItLab · Pull Request #110120 · godotengine/godot
Add several IK modifiers. As the name SkeletonIK3D conflicts with an older node, I will adopt the provisional name ManyBoneIK3D. Considering that the LookAtModifier targets only a single bone, I th...
https://github.com/godotengine/godot/pull/110120
4 months ago
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Stuck in the trenches...
#GodotEngine
#indiedev
#gamedev
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4 months ago
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@picster.bsky.social
any chance you'd consider making more videos on your 3D process in Godot? Your post processing & world environment video from a few years ago is super valuable info and I'm sure a lot has changed since then! IMO you are the gold standard dev for 3D in Godot right now.
4 months ago
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@passivestar.bsky.social
Curious if you have guidance on what to do if you're texturing with Ucupaint and need to change the model? Like lets say I want to add a new piece to my model. I can't redo the UV unwrap or it will mess up my existing painted textures. What's the best way to go about this?
4 months ago
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POV: you got a bit lost on your morning walk in the forest
#screenshotsaturday
#godotengine
#indiedev
#gamedev
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4 months ago
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reposted by
Reid Hannaford
Godot Engine
4 months ago
The floodgates have opened, with over 300 improvements in its wake 🌊 The second development snapshot for
#GodotEngine
4.6 arrives! Building the engine as a library, a dedicated ObjectDB profiler, and more detailed below:
godotengine.org/article/dev-...
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Dev snapshot: Godot 4.6 dev 2 – Godot Engine
Open the floodgates!
https://godotengine.org/article/dev-snapshot-godot-4-6-dev-2/
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@passivestar.bsky.social
nice work getting your snapping PR merged and included in the newest 4.6 snapshot! Great QOL feature. Looking forward to seeing more of your work incorporated into the engine!
4 months ago
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frozen wastes
#screenshotsaturday
#indiedev
#godotengine
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4 months ago
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Direction and focus are more important than goals. Where are you going? Orient yourself and re-evaluate your center of gravity regularly. Then take one step at a time and move forward – whatever direction forward might be for you.
9 months ago
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Finally happy (for now) with the visual direction of the first “biome” in my knight game! Been working on art aesthetic for a while — time to get back to mechanics and implement some enemies to fight ⚔️
#indiedev
#gamedev
#screenshotsaturday
#godot
#godotengine
#blender
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10 months ago
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Been hard at work creating grass and designing the environmental aesthetic for my game! I'm really digging how lush it looks.
#indiedev
#gamedev
#godot
#godotengine
#shaders
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10 months ago
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Starting to build out the environment and experiment with the visual language for the game. Next up will be texturing the terrain and adding grass & foliage 🌱
#godot
#godotengine
#indiedev
#gamedev
#blender
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10 months ago
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Early prototype of my first mini boss fight. Can you guess what kind of creature will replace the placeholder sphere? 👀
#godot
#godotengine
#indiedev
#gamedev
#bossfight
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11 months ago
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Modeled some simple level geometry for my scene blockout. First time my game kinda looks like a game!
#godot
#godotengine
#screenshotsaturday
#gamedev
#indiedev
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11 months ago
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Blocking out some level ideas. It's fun to greybox in-engine with simple cubes because you can immediately run around the level and see how it feels, get a sense of scale, etc Any tips about level design and environment art for me?
#godot
#godotengine
#indiedev
#gamedev
#leveldesign
#greybox
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11 months ago
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Target lock strafing 👀 This was surprisingly complicated to get working. The direction of joystick input combines with the direction the model is pointing to determine which animation to play. Now I need to blend it all together nicely...
#godot
#godotengine
#indiedev
#gamedev
#animation
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11 months ago
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@heytibo.bsky.social
Any tips for a strafe / side walk cycle? This is early progress but I'm struggling
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11 months ago
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Chained attacks and slash trails! Everything is still a bit janky but building it up bit by bit. Will come back for polish later.
#godot
#godotengine
#indiedev
#gamedev
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11 months ago
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I love
@godotengine.org
so much. I just cloned my git repo onto my Macbook and had my project up and running on my laptop in like 10 seconds.
11 months ago
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Target system! Loosely inspired by Tunic. It's modular, the camera dynamically frames the player and the target, and you can manually cycle through targets based on X screen space. Now I need to make character animations for when you're locked on!
#godot
#godotengine
#indiedev
#gamedev
#tunic
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11 months ago
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Health bars, screen shake, and a hurt animation! Crude core game loop coming together.
#godot
#godotengine
#indiedev
#gamedev
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11 months ago
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I’m trying to do everything the slow and steady way this time around but we’ll see how long I last
add a skeleton here at some point
11 months ago
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Got some basic impact feedback implemented — some shader effects, sounds, and knockback. Soon will add a damage animation, screen shake, and a UI overlay!
#godot
#indiedev
#gamedev
#godotengine
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11 months ago
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