This video masterfully illustrates how procedural algorithms can transform technical efficiency into organic, immersive world-building. It is a sophisticated example of using mathematical logic to enhance creative storytelling.
Deep Dive
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Deep Dive
Building Terminid Environments
Added:Look familiar? Scenes like these are happening all over the galaxy right now.
You could be next. That is unless you make the most important decision of your Heat.
Heat. Heat.
Where are you going?
>> Where are you going?
>> Me just hanging around.
Heat up here.
Heat up What's going on, Tubeu? Welcome back to the Plot Coalition YouTube channel. Hold up. The music's a little loud in my ears, but now I know it's going to be quiet for you guys. So, I'm going to turn it up here just a little bit. Turn it down over here.
Gonna get settled in. We're going to get cozy. What's going on? Welcome back to the Plot Coalition YouTube channel. Good to have you all here. We're doing a stream as we work on episode three of Heroes of the Galactic War, which is the Viper and Python Commandos War Bonds.
Um, it's going to be a good one. We're very, very excited about this. The the next lineup of ones I'm very excited about. It was funny because I intentionally made the first two episodes stacked with the war bonds that I wasn't sure what to do with.
So, the the first two were the ones that were going to be the most challenging.
And uh and now we're moving into like, you know, the the the ones that we just have loads of ideas for, which is pretty pretty sick. Um, but yeah, so we're going to do a little bit of environment work tonight. I'm going to kind of talk about our process for this, what we're doing new with environments and stuff on this episode. Um, and just how we're improving things all around. This is probably going to be a shorter episode of them, but it's going to be really tight and be a lot of fun. Um, and just like really cool. That's what we're going for with this one. So, last one was like comedy, like buddy cop, very tongue and cheek. Uh, and then this next one's like just all about the badasserie of the commandos.
Um, something else I wanted to quickly mention. Um, we've been doing a bunch of, uh, stuff with the Freedom Alliance and the Save the Children. Um, so we'll be having a bunch of stuff launching this weekend and then, um, we will be, uh, streaming streaming next week. Um, so myself, Commander Kai, uh, and a Commodore Kai. Kamasar Kai. Oh my goodness, I'm blanking out. That's why I made myself some coffee because I'm kind of tired.
Thomas Arai and a bunch of other streamers are going to be uh gonna be rocking it all next week. So, we'll all be uh kind of jumping and doing stuff.
But, let's get right into some environment stuff and talk about what we're doing with this one. So, let me uh let me swap over here. All right. Look at this tree. Look at this. Look at this nice detailed good looking tree. It's a little bit of background over there, huh? Huh? Looking good. All right. This is the background of the map.
So, this is uh a demo from Epic Games uh for one of their um like like showcase things.
Um, and we're basically dissecting this whole thing, using parts of it for um for different parts of the the film. But what this is using to load all of this, have it be very performant and all that. And like we can we can go anywhere in here. As you can see, there's like just so much dense geometry.
It all looks really good. Um, and it gives us like lots of opportunity of things to work with, right? So, we have different variations of of different things that we can run.
This is like a little example thing they have they have in the level.
Show off uh substrate, which is the material system that we're using now, which looks pretty cool. But uh yeah, so the way that this is all all set up and running uses what's called PCG, which is procedural content generation.
So basically the same way that a level gets populated in Hell Divers.
Um Unreal has a version of it that can do it to such a micro level that's like insane.
So, all of this is put together with uh PCGS and to show a little bit of what that might look like. Uh let's see here.
There should be a road or something I can grab around here. Maybe perhaps.
Oh, now I'm not seeing it. Of course. Of course. But, uh essentially what it does is if this should be a PCG assembly, right? Nope. That's just its own assembly. H I was joking about that one.
Uh here, let me let me see about grabbing. Is this one? No, that's an audio thing. This is a very dense level.
Um but I basically pulled Yeah, these are all audio audio based things. So, this must be all one giant PCG.
It's what it's looking like. Let me just type in up here.
PCG and uh we'll go find wherever this is. Okay, so there's this there's this thing right here, right? So, this is uh a PCG, and basically what you can do with it is it has a bunch of math tied to it that's like, hey, your job is to spawn this foliage on the mossy parts of the rock, but you can't put it on the rocky parts of the rock or like these vines, you can only spawn under the rock and stuff like that. Um, or like the way these pebbles like interact. And essentially what it can do is if I move this.
Oh, now I'm going to look like a fool.
This might all be baked.
I think we're looking at something that's all baked. No.
Wow. I look like a fool. I'll show it in the level that Oh, there we go. You saw it. You saw where this uh this stick updated to where it was being placed.
But uh it basically makes the placement of things. Yeah, you can see that's that's a little bit of what it does. Uh it's not nearly as cool as like when it's like all fully updating and changing. Um but I I'll show a little bit of that in the levels that we've been building. But basically, it is a way for Unreal to tell objects how to scatter themselves and build themselves out. Um which is pretty pretty useful for a number of things, as you can probably imagine. Um Um oh yeah. So here it says PCG area.
So I wonder if uh I don't want to I don't want to destruct too much and break the whole level. But uh I mean even even these these all have like different different ways that they populate and whatever and I can show in like you know another one of the levels that we have. But so we can use this uh for certain shots um of different things if we just need like forest foliage or whatever. Like there's tons of great locations in here that basically act as location scouting. But I'll pull up a level that I built earlier and what we'll be kind of doing here in a bit. So just show you all that and we'll open up this level that I worked on.
All right, me bring this down.
So, this is an example where like we can be working in in a space that feels similar and we can we can definitely build this out more, but we really just need like the nest area to be detailed.
So this is what it's looking like right now. And then if I move just to show an example of like that that PCG stuff in action. Let's say I wanted to take So this is a PCG of different rocks and stuff over here. If I take it and I duplicate it, this is not duplicating like an assembly of those things in one position. If I drop it, they'll completely reorganize based on the landscape. So, this is this is an actual version of showing how PCG works.
But, uh, as you can imagine, you know, doing this is infinitely faster than scattering all this stuff by hand. And we used PCG a little bit in episode one um to to build out the um the cemetery scene really quickly. Um, so this is what we're looking at. Ah, Moden, thank you. you. I just happened to look over.
You You popped in with when I love you.
Thanks, Min.
Um, yeah. So, we have that. And then we're also running a bunch of other things in this level uh to make it feel more alive. So, over here we got like falling rocks. We have smoke and fog coming out of these bug holes and stuff. Um, it just helps it all kind of come alive.
There's water falling off of these.
There's, you know, rain, there's more water falling off of this log over here.
And then like if you get like super close up to like the eggs and stuff, there's like dusting and falling leaves and stuff around. But if you get like close to these, you can see there's even like little bugs flying flying around and it helps bring the uh the whole thing to life. and and feeling pretty pretty cool. So, this is, you know, one of one of the sets that we needed for the the film, and we're going to build out uh another one tonight. Um, but yeah, it's a it's a pretty cool workflow to be using. And the nice thing about using this demo level is that it comes with a lot of these PCGs.
uh already built, which is uh pretty sweet. But it allows us to also do this incredibly fast. This like entire thing took me maybe like an hour, an hour and a half to put together. Um, granted it's like kind of a small set in in retrospect, but uh it looks really good, especially for, you know, the the scenes that it is needed for. So, pretty pretty sick.
But, we're going to build out another one. We got to kind of build this like little cave bunker survival bunker thing. So, that's what we're going to be working on uh next.
So, everybody strap in and have a good time. Also, we have Mr. Beast, which is so funny because there's that Mr. Beast scam going around on Discord like every 12 seconds.
I feel like somebody else gets the invaded by the Mr. Beast disease.
Uh, we'll call this bunker.
So, we're going to create something completely from scratch. This is going to be a pretty small level um because we really need to like focus on the interior. I don't know if we'll build the whole thing tonight, but we'll get a a good start on it.
So, we'll make this probably just 15 by 15, honestly.
And then basically what I'm going to do is because like a lot of the bunkers in Hell Divers 2, you like go down and then it's like the buddy door bunker. It's not going to be a buddy door per se, but it will we'll make it we'll make it uh reminiscent.
It'll definitely be uh more caveike. So, we'll probably we'll probably do like the backside like lift that and then do an indent and then build around that.
Whoa.
Strength. Let's bring that down.
And what's nice about some of the PCG assets is like we can we can infinitely create detail in the other direction like you know behind it and stuff too but this is just like what we need to work with for this specifically. There is they did uh Unreal Fest recently uh which was interesting. I think they had they rolled out some some interesting tech uh for Unreal Engine. Not as much as they usually do. It was actually like uh kind of disappointing in comparison.
Um but I think it's it's fine. They didn't have any live demos, which is kind of a bummer, but is is what it is. Um but uh yeah they they announced some interesting stuff. They announced some I would consider it like in a way some like just concerning directional stuff but I think is inevitable.
But uh one of the the big positive things that they announced was uh metahuman animator um for the body. So now you can do the face and body tracking and everything with a single video which is pretty sick.
talking about Zaza in the comments.
What is bro on about?
I'll hit this with some hydro.
This we can actually turn up the strength of and just go go a little bit hog wild on it.
We'll do the same with the erosion.
The erosion. And maybe we'll add some noise.
just to diversify.
And I'll find this area out again.
This is like kind of my secret sauce. I kind of go over the landscape a few times doing basically the same thing over and over again.
That should feel pretty good. We're going to block out like kind of where his his cave area is going to be in a second.
Yo, Mad Dogs out here in the chat.
my my bad dog.
There we go. We'll build this during the day.
But uh one of the other interesting things that they announced at the Unreal Fest was um they announced a version of the landscape mode, but you can like model it and stuff differently, which looks super promising. I'm definitely excited about it.
turn this off the global.
I think it I think it could definitely be like very useful. Uh let's see. Let's bring in a character. Actually, we'll bring in uh bring in this character as a reference.
I feel like that should be pretty good assuming that it is going to be uh pretty tight once we get the other geometry in there. And what's nice about working with a a demo level is that you also get the benefit of uh of a lot of the stuff is kind of preset to already work together, which is nice.
Definitely goes a long way.
And then maybe I'll want this to uh slope down quite a bit over there.
We'll make this kind of like an abandoned little thing.
Someday I'm just gonna post a cheese fact in a random text channel on the Discord server and not tell anyone.
I made it or where it is.
Man of chaos. Hey, Ghosty. Welcome.
Welcome.
All right, let's start uh let's start blocking out what this cave is going to look like.
And we'll bring in once we get like the general shape, we'll start dropping in some PCGs and stuff.
That there is ugly.
Ew. Let me fix that real fast. It's going to bother me.
There we go.
And then uh make that a little a little taller a little hill, you know, cuz once it's covered in stuff, you know, it'll be it'll be good. All right.
So, for now, I'm mainly going with like the assets that they have.
in here. They also already have world align textures, which is a huge plus because basically like as I move this around, it'll be a little bit different each time each time I place it, which helps.
You can already get a sense of like how quickly this can start to come together.
Maybe we use this over here.
And this is like honestly like one of the parts I love the most is basically just getting to play with virtual Legos.
Figure out how you're going to make them fit together for what you need.
We do love Legos.
I think I could add some fun Easter eggs. Like what what kind of Easter eggs you thinking?
Hit me. Hit me with your Easter eggs.
Like a piece of cheese. We put a piece of cheese in in episode one.
I mean, I suppose we could do cheese again, but we got any other uh any other ideas, or is cheese so universal that it wins every time?
Did somebody say cheese?
like distant family portraits of different bugs from other games or a stinky piece of cheese.
A dinosaur could be good.
We were talking about dinosaurs earlier.
Flame, you might you might have me there.
It's hard for me to say no to dinosaurs.
I feel like this this is definitely an episode that could like benefit from like a classic like you know movie insert shot of a random wildlife you know like scamper up scamper away.
It does kind of carry those vibes.
I don't love how much that's cutting into the cave.
That's not as bad.
I can I can work with that.
What about a semi- invisible stalker that pops out of corners during random moments? Well, we do have a well, we've thrown around the idea. I'm I'm waiting for the the finalized script from the writer, but we have thrown around the idea of of a stalker attack for a specific moment.
So, I don't know that that's as much of an Easter egg. You want to know what's an Easter egg?
You know what we can put in here? We put it in for Liberty and it was so tiny and out of the way, but I feel like I feel like it needs to make a comeback.
We're going to do it right now.
Does anybody know about Greg?
We'll add Greg.
Adding Gila as a New Frontiers uh Easter egg would be pretty good.
even if it's just your helmet.
That Eagle one was kind of a in in for liberty was was uh a little bit of that, but I feel like we could even go even further. Where is Here we go. We're adding Greg. We're going to do it. Give me a second. I'm fetching I'm fetching Greg right now.
Here he comes.
Let's uh let's do a uh a really quick Oh jeez.
What's going on?
There we go.
Oh jeez.
This isn't a material that I set up, so it's like throwing me way off.
Actually, you know what? Let's just let's just make a new material. Greg deserves more.
Greg deserves more.
I know. Episode two is finally getting a little bit more traction. The the short it has has three and a half million views, which is crazy.
Greg gets Oh, Greg gets his own master material.
Greg is so important. He gets his own material, though he's not important enough for me to set it up too in depth.
Here we go.
All right. If you don't know, Greg, Greg is hidden on every map in Hell Divers 2.
He's this little guy.
So, we'll Oh, he's not so little here. He's definitely not scaled because I probably didn't way back when I set him up. So, he's really only supposed to be like that big.
But, we'll add Whittle Greg.
So there's there's the Easter egg if you see it in the film.
There's Greg.
Greg is back.
All right.
Got to focus.
Got an episode we have to make. Jeez.
over here messing around with digital little snake guys.
What was I thinking?
We'll just put this in here to hide that a little bit.
And then duplicate another one of these to hide that.
All right, that seems self-deprecating, but I don't know why I still have scale snapping on. That seems amateur-ish on my part.
Okay, we're getting somewhere.
Yeah, we're we're Greg maxing right now.
It's Greg's first debut in the in For Liberty. We hit him in a cardboard box.
So, he was at he was at extraction in a cardboard box.
Oh no, now we've hitting Greg.
an unacceptable move on my part. Let's bring Greg back.
He's got a little house.
A Oh, bye, Mrs. Coalition.
Somebody wants to make 11 seasons of Heroes of the Galactic War. I don't know if I ever asked you over Discord, but for your mapping, do you use PCG or manually place everything down? So, that's actually what we were showing and talking about uh before. So, basically, like I'll I'll model out like the stuff that I want to be super detailed here.
um or at least like kind of handcrafted.
I'll do that here in uh by hand and then we'll drop in PCGs of everything else to help build it all out faster.
But this is just a really good way to to to be intentional. So, I I suppose I'll segue this into another thing that they they talked about a bunch at uh Unreal Fest. So, they were talking about like all these new like AI workflows and stuff and and what have you and I I do get that they are they're they're they're going with the trend. You know, it's a big thing right now and whatever, but I think it I think it misses the point of intentionality when you do stuff with like video diffusion. They did have some other stuff that was interesting where they were like having an AI model like look at the project. I don't trust anything that has to be like run over the cloud. So, I would never recommend like what they were having it do, but it was interesting to watch it do it. Uh, it was definitely like one of those things where like, you know, full stop, you you have to look at it and be like, dang, that's that's actually kind of crazy.
But then, like, when they do Ah, crap, I lost it. There it is. But, uh, then when they do like the video, like, oh, here's here's like I set up a scene in Unreal, but then I had the video model change what it looks like to do this or whatever. It's like, what's the point?
Like, why didn't you just like make it look like that in the first place, you know? It's like cuz they still don't have like uh whole lot of control over it. They did show like an instance where they were like, you know, oh, here's like here's what it came up with and I wanted it to do a tire over here because I did a tire on this side. So, I had it like, you know, generate a 3D model of that tire. And it's like, that's cool, but all the time you spent on that to to wait for it to kick that tire out, that probably isn't a really good mesh anyways. It's like, I don't know, just jump on like your own asset store and just jump in and either buy it from somebody or like get a free one.
that seems uh not only like more cost effective, but like uh like also like I don't know. It feels like it would give you better better results. But it is what it is. They're doing it because it's a hot button thing right now.
Um, but I think it's uh because it's not it it's not in real time and I don't see a world in which it is in which it's real time and and stays accurate or temporally consistent in a cost effective way because like for example what I'm doing right now is uh is I'm I'm on on a computer running this in real time.
Uh, which means that like the cost of of what I'm seeing and how I'm being able to work like essentially couldn't be any faster, right? Um, and if I close this project down and don't touch it for a month and come back, it'll be exactly the same. an AI model, if you did the same thing, it would lose its memory over time and you would come back to it and it would be different. Um, so even if it got really really good, it would be impossible for it to stay that way forever because eventually it has to dump that memory and do something else.
Um, and it's like so then when you go to reopen a project, unless you have exported out everything that the AI did, so like let's say you had like the AI make the 3D models, which is like if that's what you want to do, then what I think it's I think it's kind of dumb.
Um, you know, what I like about working with our 3D modelers is the collaboration and me being able to be like, "Here's an idea." and they're like, "Here's a different idea."
We bounce off of each other and come to the the conclusion of of what makes something feel real. Whereas, if you just AI generate it, it's like, "Sure, you can get something that like replicates something that's real, like cuz that's the reference it had, but it doesn't know why it looks like that."
Uh, part of it feels like they want to milk the AI high, but it'll start to affect some creators like yourself who actually work directly. Now, someone can just ask Unreal AI for code. Not nice at all. You know, that's that's that's fair.
Here's the difference.
This is this is one of those I am I'm I'm not somebody who is very uh spooked or scared by AI and I think I have I think I have a few things going for me. One, I never went to school for any of this. I learned it on YouTube.
So, I have always been extremely scrappy and figuring this stuff out. I don't have uh I don't I don't have like art school debt or anything like that. Um so it's a little bit more by the seat of my pants in that regard when it comes to like Unreal and stuff. Anyways, uh you know, like I I started I started learning this because I found it. Whoa, this looks like the old man on the mountain.
That's a New Hampshire reference. He fell off in 2002, I believe. Somebody, nobody really quite knows, but the myth is that he got shot with a bottle rocket, but he kind of looked like this guy.
Now, I'm not going to be able to unsee that, but uh when it comes to Unreal and stuff, you know, they have like these different AI tools and whatnot. And way back when like that all started, I was like super intrigued by it. Like um Corridor Digitals um like anime rock paper scissors shorts were like it was it that was like insane to me and I was like what is this thing? How does it work? And so I have spent uh a bunch of time studying it and like running my own versions of of stable diffusion. Over time, I formed my my own opinions on it and the reason that I became more anti- it was one just like, you know, hearing how it affected my friends. Um, but then also just like yeah, like there are like aspects of this that like just like either are like no bueno or just like, you know, I'm like I'm like, why would I want it to do that aspect of this for me? Or if I can't do like this specific thing, why would I want the computer to do it for me? At least when it comes to like more artful stuff. Um, so I think there's there's like I think one everybody needs to kind of like figure out what they actually don't like about something and if it's like just like you know if it's if it's more I don't want to say like spiritual but in like in a way like you know you've you like swear it off so much that like you won't even look in its direction. I think that's totally fine. Um but I do think I do think anything uh that like you fear you should try to understand. Um, that all said, what I'm building, uh, AI can't replicate because what I'm building is 90% up here. And that is uh, being able to put together these full productions and leverage these tools. Now granted, you know, even in the stuff that they showcased at Unreal Fest, it's like, yeah, you can attach they attached claude claude code to Unreal Engine and it understood the project and they were like, hey, like do these XYZ tasks. And this is what I was talking about earlier where it was like that was actually like um like it's crazy that a computer a computer can do that and it was able to accomplish some of those things. It's like dang that is actually pretty crazy.
Um, but it's like, you know, you can't you well, you could you and this is this is like what sets starts to set it uh apart from kind of what I'm building is like you could ask AI to go through all the steps of like write a script, build the storyboards, like drop it into Unreal and do XYZ thing and like you could tell it pragmatically what exact steps it needs to take to get like a final output similar to what I do, but it has no intention of doing that.
And by the time you guide it through all those steps, the steps of actually creating the art, like by the time you would even get it to be able to do the kinds of stuff that I'm doing, uh you could have you could have built something better on on your own, these AI models, until we get to a point with AGI, which I think is like where like things get like a million times more uh serious on the on the spooky scary scale as far as like yeah like if these things become more or less sensient um you know how do we how do we navigate that but um you know as far as as far as it being able to do the same kind of thing.
It can't replicate what I'm doing because I'm building out a system that can create these films faster than you can on a traditional budget, but smarter than you can with AI is essentially like what it boils down to. Um, and it has the the the quality, the consistency. Um, and it just gets faster and better and better just by leveraging these kinds of tools.
Uh, it stops being a form of creative content. What you've been doing is something that you made with messy stuff like AI. It prevents you from feeling satisfied with the final product. At least to me.
Yes, 100%. Yes. Yes. Meant to reply to the other day. Got distracted. Oh, sorry. Exactly. by the time you're done training it and you've either run it out of credits and need to buy more or you could have done it yourself. Exactly. Um and it's, you know, like I I'm I'm pretty anti like, you know, stuff with credits and and those kinds of systems and stuff. I think it's all dumb. Like let me pay a flat fee for my crap and leave me alone.
But uh um yeah, that's one of the things I I love the guys over at Action VFX, but when they like I don't know if it's still all credit based, but I know that's like how they had set stuff up.
And like even for that, it's like nah dude, let me let me buy an asset and then come back when when I need more. I don't I don't need a subscription. I don't need a like if you ask me subscriptions might be worse than uh AI but uh yeah so you know by by the time you get it to a point where like it can can barely create the thing like Sam filmmaker said you know it's you you could have done it yourself and learned I think that's like the big thing that a a lot of people are missing who are like really on the AI hype train. It's like if you spent all the time you're spending wanting to do it for you and then like coming to a result that you didn't want because I think that's another thing that's going to separate people vastly.
And I hate this is going to sound like really bad so I'm going to be careful about how I word it. But like there's there are AI is going to weed out a lot of people who don't like don't care enough about the art.
uh and the people who remain in what's going to separate them from people who are like all on board with AI is AI is just like you're consistently compromising for what it outputs whereas if you know how to go in and intentionally get a result um that makes a world of difference and being able to understand like what it takes for example to put together a film um and like somebody somebody who doesn't understand that who uses AI just to generate everything um they are going to be at a massive disadvantage to somebody who knows how to do it um and and put it together and like you know I get so many comments of like people you know going in and they're like you should have done this or and like I never I never actually say it because it's useless to to argue with people online But when it comes down to it, it's like it's like do one shot or one scene and just let me know how it goes.
I think that is uh I think I think I I think that changes perspective on a lot of people. I'm heavily anti-AII, especially due to being part of a professional voice over field as AI models are being trained to take over voice actor roles or people decide to use AI to avoid paying for real actors.
Yeah. No. Um, I think that's like one of the the more detrimental um aspects of it that I think um, you know, like like I have so many friends who are are voice actors and stuff who have been put out of of work or clients stopped calling because it became easier to to do it with AI, which is very unfortunate. Um and and it's it's it's always sucky when when that happens, right? Um, I think like the the best thing that we can do as creatives, um, is basically like, you know, and and this is something I've never understood personally when I've seen people be like, oh, like, you know, Disney or Warner Brothers or, you know, whatever.
They're using AI and I, you know, like they're they're replacing people for AI.
And I'm like, it does suck. Don't get me wrong. Being jobless sucks. It does not feel good to not know where your next paycheck is coming from. I've been there. Um, you know, when I was when I was out of a job, uh, when the it was actually when this the SAG ARA stuff was, um, like in full swing and basically like, you know, nobody nobody was hiring um, when I needed a job. And so it was like, you know, I was I was kind of just like left to I I did decent freelancing, but like it was so difficult, especially when you have like a family and stuff.
It's like, yo, like I need to figure out something else because, you know, I don't like it's it's nice to get a decent paying freelance gig uh every once in a while, but then it's like you don't know where the next thing's coming from. Um, so I I definitely I definitely get what what that's like, but I'm also of the opinion of like nothing's going to stop these giant corporations from doing that. Like they've always been like, "Get out of here." Like, yeah, like, "Oh, there's a way to save money. We'll get rid of you."
which is part of why I started building what I'm building where it's like, yeah, we don't need you either.
It's like if if if somebody who installed Unreal Engine, what was it, five years ago now? somebody who installed Unreal Engine 5 years ago um can create and and tell stories uh this quickly.
It's like that to me is like, you know, let's let's let's use this time as an opportunity to flip the script and and kind of rewrite things.
Um because we don't we don't we don't need these massive entertainment corporations anymore to do to do what we want or tell the stories that we want to tell. Um so, you know, let's let's trim them out of the equation if you ask me.
Uh, the AI writers you sent us in our release forms were an amazing addition.
By the way, once I saw that, I was like, "Oh, yeah. I want to be a part of this project for sure." And that's something once again I think that's one of those things where it's like it's it's such a easy thing to include and it's like you know like there there are enough people who see what I put together that it's like why would I use AI voices to to do when like people are eager to get like get involved.
Um, you know, it's like I I understand if like you're a kid who, you know, doesn't doesn't know anybody.
You're not really like known anywhere and you're just like tinkering around on your computer. you want to make something and you go to 11 Labs or whatever and like you know you don't you don't have any idea what's going on in this industry. You're just like some kid from the Midwest and and you tinker around u and put something into your movie because you you don't know any better.
Uh, I think you you know what if it's if it's helping you get in the reps um you know like more more power to you. That is not the who who we should be worried about.
Um, now I think over time I think, you know, it's a matter of of of learning and growing more and being able to look and see like, oh, like it's like, you know, this is so much better when I have a real voice actor do this line or or whatever. Um, and you know that that that'll come to them with time and everything, but uh yeah, like for me it's like it doesn't it doesn't make sense. And it it it hasn't um just because, you know, even when I got started, it's like I knew enough actors from from way back when um that were willing to to help me out in the beginning. Whoa, there's like a carving or something. Oh, this is like a mesh that's duplicated on both sides. That's why it looks like that.
I see. I see.
Um, but yeah, it's like, you know, one thing I point out, I installed Unreal Engine 5 years ago, but then I ditched it because I couldn't figure out some of the stuff the recent have found out is ridiculously easy. To be fair, Unreal Engine has evolved so much in the last couple of years that like so many things have changed. I used to animate in Blender and bring it over to Unreal and then like you could just had to kind of like be like, "Oh, it kind of lines up."
But now they have like full animation tool kits and stuff. Like it's it's pretty crazy. Uh, all that to say, you you you probably weren't like it probably was that difficult to work with back whatever you were, but uh what I was going to say working with working with voice actors and this is something that I say frequently and it's something that AI can't do. And it goes back to like the same thing when I was talking about like the 3D modelers and stuff is um when I write a script or I I write characters or whatever, I can write them to a point, but there's always going to just be a singular perspective on who that character is and maybe how how they speak and and whatnot. Um, and my singular voice to that um can only go so far. I can I can write them to maybe sound a little bit different and have different characteristics and whatever.
Absolutely. Like I can I can do some of that to a point. But voice actors who go through they they work on understanding the character and you know why they might be written a specific way and then they start thinking about like how they might bring that character to life and everything.
They are going to do so much more to make a realistic character than the writer can. Um, the writer can can make a really solid blueprint and like have some really deep foundational things, but the the actors are always going to be the ones who truly bring it to life. And that goes so much further um than than I think some people realize. But that's something that AI cannot do because AI will do exactly what you tell it to. It won't give you any push back or try to collaborate with you or even change the character.
Um or at least like conscious like if it if it realizes that it's like you know making you upset, it'll be like I'm so sorry. You're actually the the greatest in the world. I'll make your Star Wars fanfic like or whatever.
Uh, not that there's anything wrong with Star Wars fanfic, but like if you're having AI generate it, there probably is.
But, uh, yeah, it's like when you have a voice actor in there um, and they're giving you feedback on like, oh, like actually you should like I think the character should say this or behave this way. like that goes so much further towards making that a real a real character as opposed to, you know, like a writer just kind of guessing what that might be. I'll be honest, the script you guys put together was easy to follow. The character sheets alongside of that, the general direction from a public session recording, everything you provided made the process so much easier to follow. Everything was all we needed. No. And I think like, you know, even even to to that it's like, you know, it it definitely had um you know those the the qualities that it needed.
Um but yeah, I think I think you know like I think that is just like another example of this is this is the part that like un or uh sorry AI can't replicate no matter how hard it tries is like even just that like understanding like oh like this is this is what's most useful for everybody to to have to do, you know, to be able to contribute and and whatnot. Like it all goes so far to have the experience and have the knowledge and apply that as opposed to like just expecting something to do the entire thing for you.
Plus, I had a lot of fun goofing around with the recording.
May Sanjamoa mark.
For those who uh don't know, Captain Cutless uh voiced Jacksmith or the Grand Jurer in episode two and Dapster Fox Deep voiced uh I am lo speaking of voices I am losing mine.
uh voiced Mason Jamoa.
I have them on my YouTube channel before they blow up.
Blow up in like a popularity way. Not not in an explosive kind of way.
I think I might just have to take another one of these flat things.
Just whoops.
Which one scene? I know we did the the extra take the of the Jack or not Jack uh of of Wesson and he's like if I ever die and like basically describes exactly how he dies in the film, you need to promise to shoot me.
It's crazy to think now with like how viral that one short has gone, how many more people have seen like that death scene without ever seeing the film.
All right, we can start deleting some of this blockout stuff.
See, there's like an area we need to we need to fill that in.
I saw that recently. Was taken by surprise how many saw the short but didn't open the full video.
Yeah, it's always crazy to me.
I don't think half the views on YouTube shorts are real people anyways.
But all right, let's uh let's start PCG populating now that we have the base cave. We probably won't do like too much of the interior decoration right now, but we'll at least get most of the environment built up.
So, first thing we'll do, we'll get the uh landscape material on here.
Hello. Oh, that's the wrong one.
See you, [ __ ] Thanks for hopping on and thank you for the donation.
So, here's what we might do.
Let's go.
Might honestly take this.
It's not going to populate. Or maybe I grabbed the wrong wrong one. Nope. I I grabbed the right one. So, here's uh yeah, here's a PCG, which I don't think this one is. Yeah, this one. I think it's I think it's fixed.
Yeah. So, this one you can increase the the seed so it generates more, but we'll face it this way for now.
So, it fills out a little bit of the background.
Then, now let's see here.
So like this will be a good example of like if I take this I say I want to put it like behind here.
You can see that it like starts to update some of the meshes, put some and it doesn't like it's it's not scaling everything up. In some cases, it's like duplicating some stuff, which is like like those two logs that like you saw before, like rather than Lift it up. I want to make sure this isn't clipping into the cave.
It is just a little bit.
Make sure it touches the ground, but uh it's logically trying to place everything, which is pretty cool.
actually move this in a whole lot and make it smaller.
But you can see how like it updates super fast.
is super responsive and will like drop everything into the level where it needs to to be, which helps just like build it way faster, which is nice.
Off to bed. See you, Captain Cutlass.
It's like super late for you, isn't it?
I just realized.
What planet am I recreating? No spec.
Actually, hold up. I'm trying to remember what he wrote. What the what the writer wrote.
I can't remember which planet he wrote.
He's he's working on the the final script right now, but uh we just wanted to feel like jungle forest biomeesque.
Let's put another one of these big assemblies way up here. Our music stopped. We can restart that.
Stick this one straight out of the ground.
It's a dangerous one.
This will be mainly viewed at night anyway.
Hey. Well, I'm glad you're choosing to spend some time over here with us.
That's pretty cool.
Oh, you know where's that? Uh, this one.
There's one of these that like just does spawns all the rocks and stuff, but I think that's it.
Um, might be an actual PCG asset.
instead of a blueprint asset.
Oh, that's the ground for this ditch.
But it also loads in all the decals and stuff, which is pretty cool.
But one of these just does like rock scatter, but I can't remember which one it is.
Uh, bumpy areas.
Oh, that'll do the distant.
So, that's like one massive uh PCG asset that just like populates all the mountains in the background. We'll leave that.
But where's the one that does all the little stuff?
Oh, the little bib stuff.
I can't remember which one that is.
Nor.
And this one's Whoa.
Get rid of that.
Uh, shoot. Which one was it?
Those are settings.
If I just go under here and I What's filterful PCJS?
There we go.
Found it.
Yeah. Watch this.
Shrink this PCG down.
really wants to stick the rocks over there, but I don't want them over there.
This is like when it comes to certain PCGs, it will just like get temperamental.
Just be like, I'm going to place stuff everywhere. How does that look? It's like not quite what I wanted.
Not quite my tempo.
Needs more green. Needs more water.
Could definitely add more more to it.
All right, let's disable these filters. Too many filters.
Let's see. Let's uh let's look just for some ground stuff, huh?
needs more democracy.
When don't we need more democracy?
This is the most overused asset in plot coalition environments.
This is like bedrock asset.
If you ever see rocks on the ground in my films, this is probably what it is.
It just makes it so easy, you know?
It's just one one mesh with a bunch of little walks.
There you go. Tons of ground scatter now.
See you. Have a good one. I know. I like was super yapping and then I like mega my brain just went into locked in mode.
I'm really excited to show you guys the stuff we were making for the uh Freedom Alliance charity that'll be going out. It'll be going out on their pages either tomorrow or Saturday morning and then it'll go up on our pages on Saturday night.
Um, yeah, super super excited about that.
Is a lot of fun to create. It's probably I won't say probably. It is the uh the the best looking thing we've we've made.
The the quality bar is quite high on it.
Um so it was a good it was a good exercise in in that regard.
Um, but now I feel like it's a whole new standard we have to hold up to.
But you'll see some of it. Um, if you guys follow Kamasar Kai on YouTube, it'll be on his there'll be clips from it on his YouTube channel tomorrow, which the video he's got for tomorrow is pretty solid.
I know this looks a little goofy now.
Just you wait. Just trust the process.
All right, we'll drop in. Uh, we'll see.
What's happening?
We need another asset here to fill in this gross piece of grass.
All right.
So now basically what we're going to do is there we go.
I'm going to undo all that for a second.
And I'm going to disable this guy and this guy and this guy. We'll turn them back on in a second. But there's another culprit.
Where is she?
Batman.
Oh, wait. Is that still No.
All right.
This ground still feels a bit stale.
This will make it more intentional.
Sometimes when you have like ground pieces like that that have like unique characteristics like those big rocks, you kind of want to be careful careful that you don't overuse it.
All right.
There we go. Now we have something that is looking a whole lot more dense. I think the the next thing we should add probably be some ivy.
And then we'll start working in some uh some effects.
That feels pretty good.
Why are these leaves freaking out?
Hey yo, buddy. You okay?
I don't know if they're okay.
I'll have to look into that.
Strange. Strange.
All right. I feel like we need to get a conversation starter going. Let's see here.
I just spilled water all over myself.
Holy crap, I still have so much coffee in my mood. I forgot it was there.
It's real good for me drinking coffee at 11 o'clock at night because health.
All right, here we go. I'm curious. Uh, what was what was your guys's favorite part of episode two?
And what was your least favorite part of episode two? Let's let's talk. Let's have an episode chat for a wee bit.
Ghost is back. Let's go.
Carl and Butch, the uh Cliff and Reeves did an incredible job bringing those characters to life.
They had so many adlibbed lines.
That chase scene with that ends. Good job with keeping numbers low. I like that.
Good job, son. Keeping the numbers low.
That apartment chase scene. I'm not going to lie, the entire apartment scene, by the time I was finished with that, I was like, I never want to look at this ever again.
I was very over it by by the end.
But that's that's that's usually the case with most things. By the time I'm I'm wrapping it up and getting to the end of it, I'm like, get it away from me.
But I'm glad it I'm glad it all played well. The the animation of the the Mason Jamoa, you inflicted 19,000 counts of friendly fire and super taxpayer damages. Is this true? That was a lot of fun to animate because it's very rare with like the kind of stuff that I do that like I get to do fun goofy things with the animation. But in that scene specifically when he says that line um the character model is literally growing and just like becoming this preposterous size.
Yep. It's going to be more rainy. This is just I I do it in I do the initial build out in the sun so I can kind of see everything and then like once we turn on the rain and everything it'll it'll start getting darker darker more moody more jungly them vibes them things could have it mapped out where like the First part is going to take place in like a a more like nighttime rainy type vibe and then another part will be um like more sunshine.
Well, that part reminded me of when the one guard from Fallout game, where's your power armor? Least favorite part was the taser dog was unrealistic. It didn't zap people that much.
Everybody Everybody has a different experience with the the Zap Dog is what I've come to find.
Oh, we got a hole in the roof.
I think I'm going to make some materials out about my project which I'll post details about project hand later. Nice.
Do it up. That's what lend a hand is there for.
Doing it up.
All right.
Um, okay. So, this is like the main interior. I think I need to put like some some prop crates and stuff in here and whatnot, but uh we'll hold on that.
for a bit and uh we'll start adding some effects and and we'll switch it to nighttime and stuff. So, let's uh let's actually do that now.
So, we'll make it maybe 10 p.m.
We'll shut off.
Auto exposure gone.
Switch this to volumetric fog.
All right.
And then we'll bring in I need to make this window bigger.
I'm getting too bold. My eyes are getting too Oh, the moon's like right there.
Let's fix that.
I know what you're thinking. It's pretty dark. We'll start adding some lights.
So, this first one is going to be to straight up mimic the moon.
We'll kind of fill in these cave holes first.
You're going to bed. Good night, Mr. Mad Dog. Thank you for coming and hanging out.
You have a good one. You have sweet dreams of cheese.
And yeah, I always appreciate you coming out.
Oh no.
It's I'm just like vibing to the music.
Anybody watch any good movies recently?
I used to love going to the movies, but like I rarely do nowadays. I think the last movie I went to go see was Sonic 3. It was a blast. I took my family to go see it. It cost way too much money.
And then I think before that it was Godzilla minus one. And then I think before that Oenheimer and I don't think I've seen many movies since Mortal Kombat 2. I've heard good things about that one.
I know the first one got kind of ragged on. I didn't mind I didn't think it was good, but I I think it I think it I think it got too much hate.
I think it was one of those like if you don't know what you're getting when you sign up for this like I'm sorry you might not have been the target audience. Heat. Heat.
Great fight scenes are amazing.
The Kong fight are best. And also my boy Noob Saba is there. Basically, it's 80% fighting in the rest of story as it should be. It's not like Mortal Kombat is really supposed to be anything else, you know?
Feel like I'll have to find a way to add some motivated lighting in here because it is so dark.
buy some some equipment or something.
It's very gory. They do not cheap out on the gore. Good.
Again, it's that's that's that's the that's the kind of stuff that it needs.
It's a moral combat All right. I feel like that's pretty okay for lighting. I don't love all the lighting out here.
We'll start adding some effects and that'll probably wrap this up and go to bed. I would suggest giving it a watch sometime in your life if you're into a fighting movie.
I'll uh I'll have to give it a look see. All right, the mist definitely is pretty cool.
We're going to we're going to start adding effects just to make this look like even more lively and cool. So, we're going to start with rain.
This is a rain plugin from William Foch.
Really great Unreal Engine creator.
We'll just have this rain.
Just really pouring in on this side of the cave.
Then we'll duplicate this but maybe have less rain over here.
It's actually going to be so much faster to just find our guy. Uh, hello.
There we go.
Maybe we'll add like another really sizable thing of rain over here.
Just turn that up to something crazy.
All right. It will not let me do that much. Let me go up to 750.
It'll let me at least do that.
So, that's bringing in some rain.
Then we'll do Hey, what's going on, Wasp?
my man.
Uh, I think I'm going to not add fog cards for now. We'll see about adding those later. But this uh this plugin is or like effect thing is super cool. So this is how I add like a bunch of the little stuff.
So if I set this to There we go. And then I'll Let's find ourselves a rock.
It's not a boulder.
It's a rock.
Oh, I did not want to go in there.
Oh, I gotta clear that first.
That's one thing I don't like about this plugin, but it's okay.
Those rocks are huge.
Uh, pebble. Nope.
I know these say boulders, but sometimes these assets can actually be kind of small.
Not these. Ah.
Ah.
No. Make it stop.
This rocks.
There's lots of rocks.
Dead leaves. Dead leaves.
This one.
Okay. Those are definitely smaller, but I kind of want something that looks more more jagged.
I might just need to go find a new rock asset. I can also like make these.
Oh, here we go. Perfect.
Some little stones.
And now we'll just like kind of tweak these settings.
Make it feel Uh, there we go.
That's feeling better.
And maybe we'll adjust We'll make the size minimum like 0.1 and then maybe like maximum 1.1 There we go. And now these these rocks will just fall continuously.
You know what we could do?
We could duplicate another one of these, but make the size maximum like three.
And then make the spawn rate higher so it drops more little rocks.
And then every once in a while, the bigger rocks.
Summon 500 boulders.
This is like the fun the fun part.
This the kind of stuff that I live for over here.
So maybe then we'll do this. Might be a little bit intense.
This fog is a bit much, but it might work well outside.
Let's go to the fog setting. See what we can.
Trying to strike that perfect balance.
And then this is a really good way just to like all that foliage we added.
This gives it some shape.
How did I make this in two hours?
This is the uh this this this is this is what I'd be talking about. This is this is how I be yapping. how I be moving in 2026.
Uh, this is this is why I won't shut up about this stuff and why I think it's important for us uh like indie creators to explore and do more because if you rewind the live stream, you can watch me make this whole thing.
Um, and I'm I'm working on on learning and and trying to do more with it.
And this is this is how we we beat the big Hollywood conglomerates.
That sent me out way too far.
Feel like we might need to shape a light here just to really show off this rain.
just a little bit.
Now, the real question is there's a thing in the rain plugin that you can set up That adds even even more.
Let me see.
Let's see here.
Oh.
They got these running substrate now.
Uh was frustrated.
H.
I wonder if I can make that is way reduced.
Okay, this is interesting.
Just spawned into our existence.
Uh, basically not. Truthfully, at heart, I'm a kid who like only had friends because he would make movies and post them on YouTube. Like dumb dumb films we'd make together.
Uh that's like the that's that's my answer to it. This is this is too complicated for me to figure out right now. My brain is too fried.
But um no, I have I have a background in um yeah like video video production.
I got started when I was 15. I got my first job like working for a wedding video company and then I I grew from from there. Um it's cool. A lot of neat experience. I wonder if Okay, wait. I got an idea. I got big I got big brain idea.
I got an idea. So big brain it might just blow up the world. Blow up the earth and everything in it.
Okay. Okay.
But that's what's creating all of that.
Okay. Sorry. I keep like I keep having ideas, big brain ideas, and I keep getting distracted. All right.
This might break a bunch of stuff, but we're going to we're going to try it live. Okay, you know what I should do?
I should actually use my brain.
Let's make a duplicate.
And we'll call this rain puddles.
And we'll affect this version instead.
So there's a making a break material attributes node here.
I'm I'm like Jimmy Neutron right now.
Brain blast.
Okay.
So if I drag this in I should be able to connect up those.
Why do they have these backwards?
and add those.
All right, we're gonna we're gonna try this out.
Okay.
So, now let's take this piece of sand on the ground.
We're going to duplicate that. This will have to be like for select instances.
But if this works definitely more wet now.
So maybe we'll try let's let's let's try the same thing here, but we'll do this one. We'll make it more drippy rain drips. We'll see if this works.
I'm so invested because this will also be um so it's interesting. I had to figure out how to do this when I was doing the rain in the opening scene of for Liberty because this system basically uses a world aligned um system, but I needed it to be um Okay, there we go.
I needed it to be local to the meshes so when they moved the rain like continued to drip in the same spot.
Now you're not late for gifting. I guess that's what you want to do.
Yeah, pretty much. That's how those things usually go, right? All right. So then we'll find this material instance.
We'll duplicate it.
Um, sure. We'll just leave it called nine.
And we'll pop it in there. And then we'll change this one to rain drips.
And it should be drippy with it.
Let's see. Did it.
Oh, I had the wrong one.
Okay, we'll duplicate this one and put the raindrops in there.
Right, that was drips.
Hey, there's rain dripping down it.
So now this is starting to look a little bit more like there's rain falling on it.
Thank you. So now we'll do it with this one.
So now I can kind of be selective of like what do I want to have it look like it has rainfall on it.
Oh, shoot. I hit save at the same time I was compiling shaders. No.
Apparently, that's something that they're speeding up, too. And uh Oh. Oh, yeah. Oh. Oh, that looks like a wet rock. Oh, that rock looks so wet.
Let's do the same for these rocks.
I'm I'm so hyped right now.
Oh. Oh, them them some good looking rocks right there.
Let's Let's do it to these rocks.
Let's get these rocks all covered in rain water.
Oh, that looks nice.
Oh, that looks nice.
Oh, that looks nice.
Oh yeah, Luke Miow does tend to give away stuff. I haven't seen Luke in a minute. I'll need to check in with him.
I don't know if you're allowed to talk about this, but have you made any significant money off of the videos?
Just the videos itself, not memberships.
Patreons.
Uh, crew. You see them rocks?
I'm going to show my wife these rocks.
She's going to be so impressed. She's going to be like, "Good job, honey." I'm going to be like, "Thanks."
Uh, do I make significant money off the videos? No, not really. and the video like the money that gets made on the films themselves that um it's the films and six six of the teasers because I really don't know what's going to like do well. Um but all that money goes back into the cast and crew.
So anytime there's like donations on the the films and stuff um it makes a like that all goes back. that's that's how we can uh afford um to to pay people. So that's that's where that comes from or it goes to rather um and and helps uh afford that. So, it doesn't make a lot, but it it makes it makes enough to, you know, keep things keep keep people at least taken care of for for their contributions.
Um, but then like any money that gets made on the film, I'm not making anything off of it. I wanted to go back to the the people who help make it happen.
Um and then like the membership um stuff and whatnot just allows us to increase the budgets a little bit or like you know have like u like set aside budgets for it's like you know we know we're going to have a ton of animation. Um but it's like we want to make sure the animators get paid a little bit more. Um we can set aside like chunks to help with that.
Uh, the channel itself, like I guess you could say it's technically selfsufficient, but it's like like it's not my job. It's something like it's only self-sufficient because I don't rely on it for income.
Uh, I would like to. So, I'm not doing this at, you know, midnight every night or whatever.
Um, but, uh, yeah, it's only self-sufficient because I volunteer all of my time towards it.
But in that regard, yeah. So, like the the money and stuff that I make on YouTube, like it doesn't like like the the films don't compromise me being able to take care of my family.
That's like a a non-negotiable.
So, like, you know, I'm not putting I'm not taking out like a second mortgage on my house or anything to get these mess.
Oh, wait. They should already have a puddle version. A version for puddles.
Uh this brain rips. I do need to go to bed soon. I'm I'm getting big sleepy right now.
All right. I'm assuming this has a Material assets splitter.
Material attributes splitter.
It's so different working in substrate now.
Okay, I'm gonna try.
We're going to rewire some stuff.
So, overall, it's the channel. Oh, I already read that question.
Goodness, this is this is too complex for me to be doing right now. Okay. Uh so I should be able to hook up normal. Bypass that.
Roughness.
Roughness.
base color is coming from up here.
Okay. Okay. And I guess I don't need the material attributes thing because I'm pulling it directly.
So, we shall try this. Have you looked into merch or other means of revenue generation? Not too much into merch or anything.
I might do like my own merch at some point, but uh the real thing I'm like working on is like how do I make um like basically my pipeline into a business model is like the big question right now.
Because if I can make it into a business model of like, hey, you know, why would you pay somebody to use this for x amount more and take x long?
uh you know when when we we can do it for significantly less than that.
Um and just like the pipeline and everything that I've built out were kind of proven that that it it can do a pretty good job.
Um, and so I'm more interested in in growing it that way and having it be a business as opposed to um, you know, alternative. What is this already?
Nope. There's just two versions of that.
Okay.
So, duplicate, put it in there, and then pick the drippy version.
Joel's cat's trying to curse me, I guess.
I feel like this tree should be kind of drippy, too.
All right, large fallen tree.
I curse you with drip.
I would have it apply to everything, but that means it'll also apply it to everything when it's supposed to be dry, which I don't want.
Did I do dishwalk? Is dishwalk trippy with it? No.
All right.
Nice.
So, what I might also do, let's go ahead and uh bring in some weather effects.
So, we have like our localized rain, but now we can just make it like extra rain.
Got some lightning.
This is feeling pretty pretty cool. I feel like which one of these which one of these lights is the culprit?
I like the little detail you could see in the background of one of the scenes where the girl was reaching for the monolith. Then later she was dead next to it.
That was a fun little ad.
Wonder if we should add one of these fogs out here or in here, but just make it like significantly less visible.
Make it brighter, but then make the Okay, that made it like invisible.
That made it too bright.
Um, Wow.
Wow.
Down.
Down.
Feel like that'll feel pretty cool.
Where's the outside of the cave?
Ah, heat.
I'm just gonna throw one more of these over here.
Oh, that went outside of the cave.
It's hard to tell when it's like super dark on this side.
I was laughing so hard at the motorcycle scene when they did donuts and killed everything.
Another good one. I always liked having that visual in my brain. It's like, how do I bring that to life?
And you can see all the bugs light up with the and the lightning strikes in the cave.
That's kind of cool.
All right, this feels pretty good. I'm pretty happy with how this looks, how it feels.
Yeah, I'm good with maybe maybe we just add the dripping rain to this.
This one too.
It's like I add it to one thing and then I'm like, let me just add it to one more.
Just give me one more.
Being over the top and including satirical comedy is perfect for hell divers. I mean, that's literally what the game is built off of. Now, there's there's definitely like a a way to do it. And I wanted like, you know, I wanted to explore a little bit of that with this one. And then like you know with the next one you know we'll or this this current one we're working on we'll explore you know some more tones and stuff and different things because there's so many different things that you can you can really get into with Hell Divers. You know like the first episode was like way more serious and there'll be other serious episodes for sure. We have a whole lot planned, but there are so many different things that you can do. So, like, why restrict yourself to one kind of thing now what I mean? All right. I know I said I was going to make the other one the last one, but I mean it for real this time.
I do need to go to bed. I got work again in the morning because I still got to work a regular job.
lucky.
All right, this feels pretty sick. All right, so you saw it here.
We started with absolutely nothing.
And this is our scene. Now, let's see.
Uh, how does it still hold up during the day? I'm just curious.
Let's make it uh one two 10. Yeah, there you go. 10:00 a.m.
A blustery day at 10:00 a.m.
Maybe we'll go for a little bit.
Still feels pretty cool.
All right.
Feels pretty neat. I'm with it.
I really love how this turned out over here with like the falling rocks and the the dripping and stuff.
Like I should legitimately like just start building these and upload like ASMR. You're in a cave.
No, Flame, don't tell me that because because I can do that. I have horrible insomnia and I need to force myself to go to bed because if I don't, I won't and it's really bad for my health. But that is how Frberty got finished.
Don't don't don't don't encourage my bad habits. Mrs. Coalition will come after you.
I need to sleep.
All right. This feels pretty cool. I'm I'm jiggy with it. Yeah. Facebook.
would absolutely kill for it.
Well, actually, no. And now it has to have like an AI generated like cat or something.
But no, like uh like go to sleep in the ruins of of this cave.
this legitimately like this camera angle, light it a little bit better and just let it simulate there infinitely.
That'd be that'd be a good way to go to sleep.
Feels cool. All right, everybody. You all have uh a wonderful rest of your evening. Where are we at? Almost three hours. So, in three hours, little little under three hours. So, I'll probably say like two and a half because we we explored the other maps first.
So, in two and a half hours, we built this.
That looks cool. It's got to be one of the locations for the film.
All right. Uh, next week we'll be live streaming a whole bunch once again for the Save the Children charity event.
Um, so myself, Kama Sarai, and a bunch of other streamers will be doing that.
um for the Freedom Allianc's charity auction for Save the Children.
So, be looking forward to that. We'll be having lots of fun next week. Some streams we'll be working on the film.
Other streams we'll be playing the game and we have some other stuff in store as well. I'm going to go get some rest.
It's been amazing seeing you guys. And uh we'll catch you later. Have a good one.
You know, I'm a I'm a everybody. All right. Good night.
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