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Previously: Sr. Design Technologist @playstation
UI/UX, React, Rust, Graphics, Game Dev, 420 | he / they 🏳️‍🌈
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#ArtVsArtist for 2025 (so far). having fun this year making 3D animations and prototypes. taken in San Francisco, California by @whoisryosuke
3
a year ago
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Art vs Artist 2024

#artvsartist #3d #creativecoding #b3d #playstation #psp #artistsoninstagram #3danimation #motiongraphics #motiondesign by @whoisryosuke
2
2 years ago
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Mainframe.

Been busy with a lot of code and UI design recently, so I haven’t had too much time for 3D. But I got inspired browsing the @nvidia YouTube seeing their thumbnails and I decided to recreate them in Blender using Geometry Nodes. It was a nice sketchbook style exercise, trying some new techniques here with geometry and shaders. taken in San Francisco, California by @whoisryosuke
3
3 months ago
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Steam Controller in glass. Rendered in Blender using Cycles. 

This one was a fun model to play with, lots of great detail in the CAD file that comes through. Always a fun change to work with modern gaming gear instead of the usual retro stuff I normally do. The design of this game controller reminds me of the Dreamcast back in the day with how big the whole controller is. taken in San Francisco, California by @whoisryosuke
1
4 months ago
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Had some fun with the Steam Controller CAD files, shoutout to @valvesoftware @steamgamingofficial for open sourcing them. 

Brought the model into FreeCAD and converted them into GLTF. Then brought that into @blender.official and composed a 3D scene reminiscent of a game console commercial. Everything was animated using Geometry Nodes to more easily synchronize all the objects. Used some @quixelofficial Megascans for materials. Rendered using Cycles. taken in San Francisco, California by @whoisryosuke
3
4 months ago
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going digital

Experimenting with typography and shaders in Blender to create this nostalgic retro vibe in 3D. taken in San Francisco, California by @whoisryosuke
0
6 months ago
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Quick typography motion sketch using Geometry Nodes in Blender. The animation is created procedurally by splitting any text you provide, generating the stack of cards, and randomizing each drop angle. 

Stay creative 🤘 taken in San Francisco, California by @whoisryosuke
2
6 months ago
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New blog is up! I walk through the process of setting up @penpot.app, the open source app for designing UI collaboratively. I compare it to Figma and see if it has enough features to replace it. From components and variants to design tokens powered by the new Design Token Community Group spec. Lots of tips and tricks in this one, like converting Radix UI tokens from CSS to JSON.

Link in my bio for the curious.

Stay creative,
Ryo taken in San Francisco, California by @whoisryosuke
0
6 months ago
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New blog is up! Learn how to code a DAW from scratch using Rust and Tauri.

I break down the process from start to finish —  from the basics of playing low-level audio in Rust, to creating a complex audio backend for a Tauri app.

This is a great intro to audio in Rust using the cpal crate, as well as the basics of audio architecture — like the intimidating and unblockable audio thread. 

I cover lots of optimization techniques, like proper memory management across multiple threads - great for audio and graphic programming. taken in San Francisco, California by @whoisryosuke
1
7 months ago
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Data transfer. 

Quick animation using geometry nodes and shaders in Blender. I made this scene for a blog post’s cover image and thought it was cool enough to add some motion. taken in San Francisco, California by @whoisryosuke
1
a year ago
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Exploring glass shaders in Blender with these pringles. Using the normal data to create some juicy gradients. taken in San Francisco, California by @whoisryosuke
1
a year ago
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the transformation sequences in digimon were always the coolest, and the one in tamers was no exception. here’s my homage to the card animation.

#digimon #tamers #timestranger #geometrynodes #b3d taken in San Francisco, California by @whoisryosuke
2
a year ago
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