Andy Kelly

Andy Kelly

@ultrabrilliant.xyz

⚡ PR, copywriting, and design for Devolver Digital ⚡ Writer, photographer, artist, etc. ⚡ Author of Perfect Organism: A Celebration of Alien: Isolation ⚡ Glaswegian 📍 Yorkshire, UK 🔗 www.ultrabrilliant.xyz

29.1K followers1.4K following2.5K posts

Oh hell yeah.

SCS Software@scssoft.com

We are excited to announce that the Iceland DLC for Euro Truck Simulator 2 will be released on November 10! 😍 Dramatic coastlines, black sand beaches, powerful waterfalls, and charming cities await you! 🇮🇸🏞️ Watch the official video trailer here 👇 blog.scssoft.com/2026/10/icel...

Do you love some producer guy or whatever doing big echoey laughs in the background because he doesn't have a mic? You'll love Filmed Podcasts.

Have to design a lot of 2D assets for the game I'm making (documents, letters, signage, newspaper articles, logos, etc.) and I am enjoying the hell out of it, studying different kinds of graphic design to make each thing look authentic, period accurate, etc.

Andy Kelly reposted

I can finally share this a concept/illustration piece I did of the Baku Visor, a very important device in the past of the main character of Summer Eternal's upcoming game, Red Rooster.

Quantum Leap producer 1: Wait, is it clear enough to the audience here that this is supposed to be a young Sam? Quantum Leap producer 2: Hmm, good point. We should overdub the teenage actor with Scott Bakula's adult voice, just to be certain.

Andy Kelly reposted

Forgot to mention that this week’s Creative Bloq indie spotlight is Virtue and a Sledgehammer, a PS2-looking game with Unreal 5 destruction physics, and how Deconstructeam partnered with another studio to make a 3D game that still retains 2D influences www.creativebloq.com/features/how...

creativebloq.comThe 'simple trick' that lets a sledgehammer-smashing game run on Steam DeckVirtue and a Sledgehammer’s developers explain the Unreal Engine 5 physics tweaks behind the destruction.

Andy Kelly reposted

All the key systems for my game are in place: picking stuff up and looking at stuff, zooming in to look at stuff, looking at stuff on a PC, and opening a keypad-locked door, through which there will be more stuff to look at.

All the key systems for my game are in place: picking stuff up and looking at stuff, zooming in to look at stuff, looking at stuff on a PC, and opening a keypad-locked door, through which there will be more stuff to look at.

Ah fuck, I forgot I wanted the player to be able to open drawers too, so I better go and figure that out. Is this... scope creep.

Decided there will be no openable drawers. If something interesting has to be in a drawer, it'll just be poking out of an already partway opened drawer.

My 7-month-old dog was recently introduced to the concept of roast chicken and it has permanently altered her brain chemistry.

Thought I'd stock up on 64gb SD cards for my camera. They used to be £8 a pop. Now they're £20. Each! Well done to all involved.

There are precisely two interactive systems in the game I want to make and this is one of them, so it's basically done. I could release it in early access.

Andy Kelly reposted

Been teaching myself Unreal and built this moody office scene while learning the basics of lighting, VFX, camera control, animation, cinematics, and blueprints. Wanted to make it feel convincingly cluttered and lived-in, which involved placing 600+ props by hand. Sound up for maximum atmosphere.

Andy Kelly reposted

This gets said constantly, but it worth reiterating: Games Workshop being bigger than fishing is important to shout about because you wouldn't know it from government talking points, which are rarely about anything creative or artistic. Growth won't involve fish or steel, it will involve goblins.

Andy Kelly reposted

Some news! Turning a page and opening a new one 🌱 This summer, I left Nerial 🥲 Thanks to the whole team for all the cool projects, and kindness 🙏 ✨~ So here I am, available again as a freelancer in art direction and game art, 2D/3D ~✨ You can check my work at www.dziff.com and my dms are open ~

Been teaching myself Unreal and built this moody office scene while learning the basics of lighting, VFX, camera control, animation, cinematics, and blueprints. Wanted to make it feel convincingly cluttered and lived-in, which involved placing 600+ props by hand. Sound up for maximum atmosphere.

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Never touched this software before, so it's been a learning experience. Here's what happened when I first tried to animate the ceiling fan.

Been teaching myself Unreal and built this moody office scene while learning the basics of lighting, VFX, camera control, animation, cinematics, and blueprints. Wanted to make it feel convincingly cluttered and lived-in, which involved placing 600+ props by hand. Sound up for maximum atmosphere.

Andy Kelly reposted

Happy Evangelion Airing Anniversary Day to those that celebrate. Here’s a video of restaurant goers surprised by an employee turning out to be the title theme singer.