I'm an independent game developer and game artist. My focus is on games that define player agency and emotion responses. Check out my Twitter account, @TristanParrish.

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Broken Window Studios

Broken Window Studios

6 members Developer

Broken window Studios worked to develop the prototype of Grave in the Global Game Jam in January 2013. The team is working to expand the prototype and...

Team Afflicted

Team Afflicted

14 members Developer

Team Afflicted is a group of hardworking, driven game developers looking to develop high-quality game content outside of the AAA development scene. Our...

Understanding Team

Understanding Team

4 members Developer & Publisher

We worked during a 2011 Gamejam to produce "Understanding" in a 48 timeframe. Our goal was to create a narrative focused game that allowed us to communicate...

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Twitter

Latest tweets from @tristanparrish

Like all I can do is laugh at this point. I was crying for a long time but this whole thing is like an insane clown car. How do they do it?!

Feb 16 2017

I feel like there used to be a good amount of the presidency about not repeatedly terrifying the public. I think those days are over now

Feb 16 2017

Omg just saw some clips from Trump's press conference. I thought he was unhinged during the campaign; this is a whole new level. Kinda funny

Feb 16 2017

One of these days I should really go to siggraph and actually try to see if I can keep up with any of the things they discuss. Might be fun?

Feb 16 2017

I just love the idea that something as simple as "use a texture to show where a line between two values should go" can be so much better

Feb 16 2017

Whenever I read white papers on this stuff I wish I were a graphics programmer and could really make this type of stuff myself. c'est la vie

Feb 16 2017

You can make sweet tech demos using Epic's effects involving dynamic shadows and signed distances fields, but baked distance fields = genius

Feb 16 2017

I'm not super into the options for distance field soft shadows and ambient occlusion in realtime, because it's performance prohibitive

Feb 16 2017

I would really love to see @unity3d incorporate a Distance field-based shadow baking similar to UE4's, but it could be rolled custom?

Feb 16 2017

I also love that Epic read Valve's paper and was like "sure, we could do that for text, OR for the freaking shadows instead."

Feb 16 2017

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