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Duncan Harris

Personal blog · deadendthrills.comgamesdesign

Duncan Harris writes Dead End Thrills, a personal blog at deadendthrills.com about games and design. Since 2012, 6 different Hacker News readers have linked it 6 times. No feed was found, so read it on the site itself.

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6mentions?
6HN people?
2012–2026first – last linked?
Links on Hacker News per year · peak 1 in 2012

Too few sampled comments (3) to say how often HN recommends it.?

Why HN links it

HN readers link Duncan Harris's site for the history of voxel rendering in games, including Westwood's 'voxel plus' technique in Blade Runner (1997), and for his virtual-world photography.

Summarised by Claude from a sample of 3 HN comments that link here. Each comment is marked recommending, critical or neutral (citing without judging); how this works.

A veteran marketing and capture artist for videogames, with over 15 years of game industry experience. ABOUT ME I’m Duncan Harris, a marketing/capture artist for the videogame industry. Publishers and developers hire me to deliver assets worthy of their games, however complex their vision and techno

Most-linked posts?

  1. /future-imperfect-the-lost-art-of-westwoods-blade-runner/
    2 people · 2 mentions · first linked 2018-05-28

What Hacker News says?

  1. The page you linked quotes Louis Castle: > What we are using is not voxels, but sort of 'voxels plus.' So "not voxels". Louis Castle probably called it voxel-like because he didn't want to get too technical in an interview. Their technique has not been described in detail in the press but see http://deadendthrills.com/future-imperfect-the-lost-art-of-w... for an article that calls it a "slice model"-technique. I'm n…

    Comment linking /future-imperfect-the-lost-art-of-westwoods-blade-runner/

    on “How Voxels Became ‘The Next Big Thing’”
  2. Submitted Building the Impossible: The Art of Mirror's Edge as a story · 4 points

    HN discussion
  3. Louis Castle developed a "voxel plus" software renderer for Westwood Studios' 1997 Blade Runner. It used "voxels" (with scare quotes) for character animation, not just terrain. https://en.wikipedia.org/wiki/Blade_Runner_(1997_video_game) https://news.ycombinator.com/item?id=17171287 madmoose on May 28, 2018 | parent | context | favorite | on: How Voxels Became ‘The Next Big Thing’ Blade Runner didn't actually use vo…

    Comment linking /future-imperfect-the-lost-art-of-westwoods-blade-runner/

    on “Voxel Space”
  4. Submitted GTArtsy as a story · 2 points

    HN discussion
  5. Philpax · 2023-11-24Recommends
    Photography, just like in the real world, but with lovingly-sculpted virtual worlds and (often) the ability to pose the actors in the scene as you wish. Dead End Thrills [0] is a master of this, both artistically and commercially, but much of his prior content seems to be down, which is a real shame. [0]: https://deadendthrills.com/

    Comment linking /

    on “Ansel”
  6. Submitted Video game art liberated from the games as a story · 1 points

    HN discussion

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