This document provides an overview of continuous integration (CI) workflows for building Unreal Engine 4 projects. It discusses using the UnrealAutomationTool, specifically the BuildGraph component, to automate building the engine, editor, tools, and game targets across different platforms. The BuildGraph allows defining a sequence of build tasks through a script-based XML format. It also recommends Jenkins or TeamCity for the CI server software and discusses hardware considerations for the build machines.
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
Learn techniques and where to get infos to use Delphi and FireMonkey for game coding. It's easy : all is included in the free Community Edition for individuals and of course in paid editions for professionals.
The replay of this webinar is available at https://serialstreameur.fr/delphicon-2021-fmx-game-engine.php
This webinar is also available in french at https://serialstreameur.fr/webinaire-20211211.php
Programming the Real World: Javascript for Makerspchristensen
Hardware is becoming easier to design and manufacture, approaching the ease of software. This presentation:
- takes you on a tour of the changes in hardware
- a crash course in building circuits
- teaches the basics of using and programming Arduino
- introduces Javascript libraries for controlling hardware and robots
- how to get involved with hardware projects
If you'd like me to present this or similar content at your event, please contact me: peter at pchristensen dot com
Implementing OpenCL support in GEGL and GIMPlgworld
"In this session I'm going to describe some efforts to bring OpenCL acceleration to the General Graphics Library (GEGL) and the GNU Image Manipulation Program (GIMP). I intend to show the current state of the project, some implementations techniques used and performance comparisons among common GPUs."
[CB21] MUSHIKAGO: IT and OT Automation Penetration testing Tool Using Game AI...CODE BLUE
MUSHIKAGO is an automatic penetration testing tool using game AI, MUSHIKAGO focuses on the verification of post-exploitation. A post-exploitation is an attack that an attacker carries out after invading the target environment. By focusing on post-exploitation verification, we can understand how far an attacker can actually penetrate and what kind of information is collected. MUSHIKAGO uses the GOAP (Goal-Oriented Action Planning), which is game AI commonly used in NPC (Non Player Character). To using GOAP, we can flexibly change the content of the attack according to the environment like NPC, and mimic the attacks by real APT attackers and testers. The operation and verification results of MUSHIKAGO can be checked on the dedicated web page. Moreover, MUSHIKAGO supports ICS (Industrial Control System), and can be used for penetration testing across IT and OT (Operation Technology).
Unreal Engine Basics 01 - Game FrameworkNick Pruehs
First chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Getting familiar with Unreal Engine as a technology, framework and toolset
- Learning the basics about writing Unreal Engine C++ code
講演動画はこちら:
https://youtu.be/GEl8AfgI35g
講演者:
小林 浩之(Epic Games Japan)
https://twitter.com/hannover_bloss
本スライドは2021年7月25日に行われたオンライン勉強会「UE4 Character Art Dive Online」の講演資料となります。
イベントについてはこちら:
https://www.unrealengine.com/ja/blog/epicgamesjapan-onlinelearning-13
講演動画はこちら:
https://youtu.be/0Jsm5UN9F_U
講演作品「Chorus of the dragons」はこちら:
https://vimeo.com/537313474
講演者:
祭田 俊作 様(フリーランス)
https://twitter.com/floody104
https://floody104.wixsite.com/portfolio
本スライドは2021年7月25日に行われたオンライン勉強会「UE4 Character Art Dive Online」の講演資料となります。
イベントについてはこちら:
https://www.unrealengine.com/ja/blog/epicgamesjapan-onlinelearning-13
講演動画はこちら:
https://youtu.be/BoUNuMJGHuc
講演者:
斎藤 修(Epic Games Japan)
https://twitter.com/shiba_zushi
本スライドは2021年7月25日に行われたオンライン勉強会「UE4 Character Art Dive Online」の講演資料となります。
イベントについてはこちら:
https://www.unrealengine.com/ja/blog/epicgamesjapan-onlinelearning-13
Globus Connect Server Deep Dive - GlobusWorld 2024Globus
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Climate Science Flows: Enabling Petabyte-Scale Climate Analysis with the Eart...Globus
The Earth System Grid Federation (ESGF) is a global network of data servers that archives and distributes the planet’s largest collection of Earth system model output for thousands of climate and environmental scientists worldwide. Many of these petabyte-scale data archives are located in proximity to large high-performance computing (HPC) or cloud computing resources, but the primary workflow for data users consists of transferring data, and applying computations on a different system. As a part of the ESGF 2.0 US project (funded by the United States Department of Energy Office of Science), we developed pre-defined data workflows, which can be run on-demand, capable of applying many data reduction and data analysis to the large ESGF data archives, transferring only the resultant analysis (ex. visualizations, smaller data files). In this talk, we will showcase a few of these workflows, highlighting how Globus Flows can be used for petabyte-scale climate analysis.
AI Pilot Review: The World’s First Virtual Assistant Marketing SuiteGoogle
AI Pilot Review: The World’s First Virtual Assistant Marketing Suite
👉👉 Click Here To Get More Info 👇👇
https://sumonreview.com/ai-pilot-review/
AI Pilot Review: Key Features
✅Deploy AI expert bots in Any Niche With Just A Click
✅With one keyword, generate complete funnels, websites, landing pages, and more.
✅More than 85 AI features are included in the AI pilot.
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✅30 Days Money-Back Guarantee
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See My Other Reviews Article:
(1) TubeTrivia AI Review: https://sumonreview.com/tubetrivia-ai-review
(2) SocioWave Review: https://sumonreview.com/sociowave-review
(3) AI Partner & Profit Review: https://sumonreview.com/ai-partner-profit-review
(4) AI Ebook Suite Review: https://sumonreview.com/ai-ebook-suite-review
Unleash Unlimited Potential with One-Time Purchase
BoxLang is more than just a language; it's a community. By choosing a Visionary License, you're not just investing in your success, you're actively contributing to the ongoing development and support of BoxLang.
Need for Speed: Removing speed bumps from your Symfony projects ⚡️Łukasz Chruściel
No one wants their application to drag like a car stuck in the slow lane! Yet it’s all too common to encounter bumpy, pothole-filled solutions that slow the speed of any application. Symfony apps are not an exception.
In this talk, I will take you for a spin around the performance racetrack. We’ll explore common pitfalls - those hidden potholes on your application that can cause unexpected slowdowns. Learn how to spot these performance bumps early, and more importantly, how to navigate around them to keep your application running at top speed.
We will focus in particular on tuning your engine at the application level, making the right adjustments to ensure that your system responds like a well-oiled, high-performance race car.
Enhancing Research Orchestration Capabilities at ORNL.pdfGlobus
Cross-facility research orchestration comes with ever-changing constraints regarding the availability and suitability of various compute and data resources. In short, a flexible data and processing fabric is needed to enable the dynamic redirection of data and compute tasks throughout the lifecycle of an experiment. In this talk, we illustrate how we easily leveraged Globus services to instrument the ACE research testbed at the Oak Ridge Leadership Computing Facility with flexible data and task orchestration capabilities.
Code reviews are vital for ensuring good code quality. They serve as one of our last lines of defense against bugs and subpar code reaching production.
Yet, they often turn into annoying tasks riddled with frustration, hostility, unclear feedback and lack of standards. How can we improve this crucial process?
In this session we will cover:
- The Art of Effective Code Reviews
- Streamlining the Review Process
- Elevating Reviews with Automated Tools
By the end of this presentation, you'll have the knowledge on how to organize and improve your code review proces
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
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We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Software Engineering, Software Consulting, Tech Lead, Spring Boot, Spring Cloud, Spring Core, Spring JDBC, Spring Transaction, Spring MVC, OpenShift Cloud Platform, Kafka, REST, SOAP, LLD & HLD.
A Study of Variable-Role-based Feature Enrichment in Neural Models of CodeAftab Hussain
Understanding variable roles in code has been found to be helpful by students
in learning programming -- could variable roles help deep neural models in
performing coding tasks? We do an exploratory study.
- These are slides of the talk given at InteNSE'23: The 1st International Workshop on Interpretability and Robustness in Neural Software Engineering, co-located with the 45th International Conference on Software Engineering, ICSE 2023, Melbourne Australia
May Marketo Masterclass, London MUG May 22 2024.pdfAdele Miller
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This is a MUG with a twist you don't want to miss.
Understanding Nidhi Software Pricing: A Quick Guide 🌟
Choosing the right software is vital for Nidhi companies to streamline operations. Our latest presentation covers Nidhi software pricing, key factors, costs, and negotiation tips.
📊 What You’ll Learn:
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Affordable and customizable pricing options with Vector Nidhi Software
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#NidhiSoftwarePrice #NidhiSoftware #VectorNidhi
AI Genie Review: World’s First Open AI WordPress Website CreatorGoogle
AI Genie Review: World’s First Open AI WordPress Website Creator
👉👉 Click Here To Get More Info 👇👇
https://sumonreview.com/ai-genie-review
AI Genie Review: Key Features
✅Creates Limitless Real-Time Unique Content, auto-publishing Posts, Pages & Images directly from Chat GPT & Open AI on WordPress in any Niche
✅First & Only Google Bard Approved Software That Publishes 100% Original, SEO Friendly Content using Open AI
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✅50 DFY Websites Included Without Adding Any Images, Content Or Doing Anything Yourself
✅Integrated Chat GPT Bot gives Instant Answers on Your Website to Visitors
✅Just Enter the title, and your Content for Pages and Posts will be ready on your website
✅Automatically insert visually appealing images into posts based on keywords and titles.
✅Choose the temperature of the content and control its randomness.
✅Control the length of the content to be generated.
✅Never Worry About Paying Huge Money Monthly To Top Content Creation Platforms
✅100% Easy-to-Use, Newbie-Friendly Technology
✅30-Days Money-Back Guarantee
See My Other Reviews Article:
(1) TubeTrivia AI Review: https://sumonreview.com/tubetrivia-ai-review
(2) SocioWave Review: https://sumonreview.com/sociowave-review
(3) AI Partner & Profit Review: https://sumonreview.com/ai-partner-profit-review
(4) AI Ebook Suite Review: https://sumonreview.com/ai-ebook-suite-review
#AIGenieApp #AIGenieBonus #AIGenieBonuses #AIGenieDemo #AIGenieDownload #AIGenieLegit #AIGenieLiveDemo #AIGenieOTO #AIGeniePreview #AIGenieReview #AIGenieReviewandBonus #AIGenieScamorLegit #AIGenieSoftware #AIGenieUpgrades #AIGenieUpsells #HowDoesAlGenie #HowtoBuyAIGenie #HowtoMakeMoneywithAIGenie #MakeMoneyOnline #MakeMoneywithAIGenie
Large Language Models and the End of ProgrammingMatt Welsh
Talk by Matt Welsh at Craft Conference 2024 on the impact that Large Language Models will have on the future of software development. In this talk, I discuss the ways in which LLMs will impact the software industry, from replacing human software developers with AI, to replacing conventional software with models that perform reasoning, computation, and problem-solving.
2. #UE4 | @UNREALENGINE
Introduction
Axel Riffard
Epic Games Japan
Support Engineer
● French 🇫🇷
● Twitter : @AxRiff
● Hobbies : Whisky, Cats and Disneyland
● Currently Playing: Dragon Quest XI, COD Mobile, The Witcher III (Switch)
9. #UE4 | @UNREALENGINE
Disclaimer
There is no such thing as THE perfect pipeline.
Rely on experience ! In this session, I will only talk to you about mine and
give you a few best practices. But donʼt trust me, trust yourself !
10. #UE4 | @UNREALENGINE
Agenda
●CI : What is it ?
●UnrealAutomationTool
●Building the Engine and your Project
●The other stuff
●The Unreal Way
11. #UE4 | @UNREALENGINE
Agenda
●CI : What is it ?
●UnrealAutomationTool
●Building the Engine and your Project
●The other stuff
●The Unreal Way
14. #UE4 | @UNREALENGINE
● Local build breaks after updating
● Finding the bad commit wastes time
● Communication issues, fights in the team
● Non technical members are scared to commit things
● Building locally every time is a waste
Consequences
15. #UE4 | @UNREALENGINE
CI Software
CI = Continuous Integration
A combination of software and hardware allowing to merge the team source
code and assets several times every day.
18. #UE4 | @UNREALENGINE
CI Software
In 2019, there is no bad choice.
I have worked with both TeamCity and Jenkins, and was satisfied with
both of them
21. #UE4 | @UNREALENGINE
Jenkins
Merits︓
● Free Open Source
● Plenty of documentation and plugins
● Huge Community
Drawbacks︓
● Commercial Support exists but is complicated
● Some plugins are unreliable
23. #UE4 | @UNREALENGINE
TeamCity
Merits :
● Building pipelines is crazy fast
● Technical support is great
Drawbacks :
● Limitations on the Free version
24. #UE4 | @UNREALENGINE
CI Software
Every advice can be applied to TeamCity, or any CI solution.
Also, totally unrelated, but this cat looks like Jenkins mascot, so Iʼm going
to use him instead.
27. #UE4 | @UNREALENGINE
Build Machine
VersioningDEV PC
CI Server
Master
Slack
Commit
Slave 1 Slave 2 Slave 3
Company
Server
Poll
Distribute
Versioning
28. #UE4 | @UNREALENGINE
Build Machine – How many
Prototyping Stage :
● Just the Master
Production Stage :
● One Master
● One slave for every release platform
29. #UE4 | @UNREALENGINE
Build Machine - OS
Master︓Win64 or Linux
Slave︓Win64(for platforms SDK), MacOS for Apple Platforms
31. #UE4 | @UNREALENGINE
Build Machine - MacOS
No C++ and Shader compiling distribution on Mac,
So get as many cores as you can for your CPU.
If itʼs just for a build machine, no need for GPU.
High spec Mac Mini is good enough.
32. #UE4 | @UNREALENGINE
Agenda
●Continuous Integration : What is it ?
●UnrealAutomationTool
●Building the Engine and your Project
●The other stuff
●The Unreal Way
33. #UE4 | @UNREALENGINE
Building in UE4
● Engine and Editor
● Game sources
● Game Assets (lights, shaders, etc.)
● Tools
34. #UE4 | @UNREALENGINE
Build Commands
Find all the command lines here
https://github.com/AxRiff/UnrealEngineJenkins
36. #UE4 | @UNREALENGINE
UnrealAutomationTool
Depending on your company size, type of project, workflow, etc., you can
use different parts of UnrealAutomationTool
● BuildGraph Custom Script
● BuildGraph InstalledBuild Script
● BuildCookRun Command Line Tool
40. #UE4 | @UNREALENGINE
BuildGraph
Merits :
● Reduce dependency on CI framework.
● Work on it locally -> No more Jenkins master
● XML Based : easy to read and write
● Platform Agnostic
● Can be shared between projects
Drawbacks :
● Steep learning curve at first
41. #UE4 | @UNREALENGINE
BuildGraph
● Agents: Group of nodes being executed on the same build machine
● Nodes: Sequence of Tasks
● Tasks: Build Process Step (Updating, Compiling, etc)
49. #UE4 | @UNREALENGINE
InstalledBuild
● Think of it as your own Unreal Launcher
● Created by Epic to deploy a non editable engine
Engine/Build/InstalledEngineBuild.xml
● Easy to use for Designers and Artists
● Engine build only. Canʼt use it to build a project.
57. #UE4 | @UNREALENGINE
BuildCookRun
● Script located at /Engine/Build/BatchFiles/
● From build to package, do anything
● Highly customizable
● Command line based : nostalgic feeling ! <3
58. #UE4 | @UNREALENGINE
BuildCookRun, BuildGraph, InstalledBuild
● Depending on the situation, the best choice will differ
● I think adaptability is the most important thing in game dev, so I
personally use BuildCookRun most of the time.
59. #UE4 | @UNREALENGINE
Agenda
●CI : What is it ?
●UnrealAutomationTool
●Building the Engine and your Project
●The other stuff
●The Unreal Way
61. #UE4 | @UNREALENGINE
Engine DLL Build
If you donʼt edit the Engine a lot, trigger it manually
If you extend the Engine a lot, do it once a day. Morning or Lunch Time
is preferred
65. #UE4 | @UNREALENGINE
Build Command
Engine/Build/BatchFiles/RunUAT.bat BuildCookRun
-project=Samples/StarterContent/StarterContent.uproject
-platform=Win64
-clientconfig=Development
-build
You need a uproject to use RunUAT. You
can use a sample project or blank one !
86. #UE4 | @UNREALENGINE
Build Command
Engine/Build/BatchFiles/RunUAT.bat BuildCookRun
-project=GamePath/GameName.uproject
-noP4
-platform=Win64
-clientconfig=Development
-cook
-allmaps
-build
-stage
-pak
-archive
-archivedirectory=C:/TempDirectory/
Argument to zip all the assets in one “pak” file
91. #UE4 | @UNREALENGINE
Build Command
https://github.com/electronicarts/EACopy
Twitter : @honk_dice
EA DICE Studios has open sourced EACopy, a faster alternative to
robocopy !
Give it a try !!!
93. #UE4 | @UNREALENGINE
Incremental Build
● Manual Trigger
● For those “Hey mate, I need to show the build in 40 minutes to our
investor / boss / publisher, do smth plz lolwut”
● Contrary to the nightly build, faster is better so …
● Use -partialgc
● Donʼt make it clean
94. #UE4 | @UNREALENGINE
Incremental Build Flow
Jenkins Build
Send to
DevKit
Update
Notify
For DevKit deployment, check your platform
But you might get an idea
/Engine/Source/Programs/AutomationTool/PlatformName/PlatformNamePlatfo
rm.Automation.cs
95. #UE4 | @UNREALENGINE
Build Command
Engine/Build/BatchFiles/RunUAT.bat BuildCookRun
-project=GamePath/GameName.uproject
-noP4
-platform=Win64
-clientconfig=Development
-cook
-allmaps
-build
-stage
-pak
-archive
-partialgc
-archivedirectory=C:/TempDirectory/
Instead of cleaning the memory when you run out of it, it will free it
up at the end of the packaging process
104. #UE4 | @UNREALENGINE
Shared DDC
Derived Data Cache (DDC) is a feature to keep assets that were
prepared for every platform.
To make it simple, itʼs an asset caching feature.
109. #UE4 | @UNREALENGINE
Argument Type Comment
ReadOnly Bool Make it false when Shared
Clean Bool Delete files that went over UnusedFileAge limit
Flush Bool Delete all DDC
DeleteUnused Bool Il false, never deletes old assets (overrides UnusedFileAge and Clean)
UnusedFileAge Int Limit of days after which an asset will be deleted, Fortnite sets it to 10.
FoldersToClean Int Max limit of folders to be flushed each time. 0 or -1 means no limit.
Shared DDC
113. #UE4 | @UNREALENGINE
Lighting Build
● All lights except the ones calculated in real time are to be built.
● Of course, Epic is providing the tools for it.
But …
117. #UE4 | @UNREALENGINE
Lighting Build
There are times you want to check the lights in the editor / game
In this case, build locally, and Swarm is your new BFF
118. #UE4 | @UNREALENGINE
Lighting Build - Swarm
With Swarm, you can distribute the task of
building lights between the computers of your
team.
You will need a Coordinator. Your Jenkins master
should do the trick.
https://wiki.unrealengine.com/Swarm_Agent_Trou
bleshooting
119. #UE4 | @UNREALENGINE
Lighting Build - Swarm
Engine/Binaries/DotNET/SwarmCoordinator.exe
Engine/Binaries/DotNET/SwarmAgent.exe
To add it at startup,
Create a shortcut the the Agent and copy it here.
%APPDATA%/Microsoft/Windows/Start Menu/Programs/Startup
121. #UE4 | @UNREALENGINE
Redirectors
● When you move or rename an asset in the editor, a Redirector is created to
know the ”new address”
● Super convenient feature but it has a tendency to bug, so you will need to
clean them up frequently
● Once a month is fine, but do it once a week in the critical phases of the
project (alpha, beta, gold, patch release)
https://docs.unrealengine.com/en-US/Engine/Basics/Redirectors/index.html
125. #UE4 | @UNREALENGINE
Fortnite
● Only engineers have Visual Studio
● We are building with BuildGraph managed by ElectricCommander
● We are heavily using UnrealGameSync
126. #UE4 | @UNREALENGINE
Iteration
Iteration can seem complicated without Visual Studio.
But actually, itʼs pretty manageable.
● Heavily rely on PIE for testing
● Leverage your CI software properly
127. #UE4 | @UNREALENGINE
Testing a Level on Device
So letʼs say your artist has just changed a characterʼs hair color and
wants to see how it looks on the release platform screen before
committing…
First, create an incremental build task on your CI software, and commit
the binaries to Project/Binaries/PlatformName
128. #UE4 | @UNREALENGINE
Custom Launch Profile
Then in the editor, click on the triangle on
the right side of of “Launch”, scroll down
and create a new Custom Launch Profile
Stored in
/Engine/Programs/UnrealFrontend/Profiles
In the profile, untick the Build step, and
then you can deploy the currently edited
level on the machine connected to the
computer, even without Visual Studio.
Magic !!
129. #UE4 | @UNREALENGINE
Build Machine Jobs
What I think a UE4 build pipeline should have :
● Engine Build
● Project Build
● Nightly Package
● Incremental Package
● Incremental Package for the Device Launcher
● Lightmaps Build
● Fixup Redirectors Command
● SharedDDC Cleanup Command
● SharedDDC Fillup Command
Any suggestion on what to add ? Tell me in Q&A !!!
130. #UE4 | @UNREALENGINE
Versioning
● Epic uses Perforce. If you want to be as close as possible to our
workstyle, you know what to do
● SVN might be a little slow, but it is very reliable and still heavily used
● GIT is free, modern design choices and is very used for mobile and
social games (in Japan !)
SVN and Perforce have Editor support !
GIT too, but itʼs still experimental !
131. #UE4 | @UNREALENGINE
UnrealGameSync
Made by Epic for Epic. Heavily used on Fortnite
Itʼs Perforce only, and it allows non technical staff not to have to deal with
P4V
134. #UE4 | @UNREALENGINE
UnrealGameSync
Get the latest version anytime on GitHub and Perforce.
UGS dev is unrelated to UE4, so always get the latest version even if
youʼve locked your engine version !
https://docs.unrealengine.com/latest/en/Programming/Deployment/Unre
alGameSync/Reference/
135. #UE4 | @UNREALENGINE
https://github.com/gpageot/JenkinsUE4
Twitter : @GregoryPAGEOT
https://github.com/AxRiff/UnrealEngineJenkins
Twitter : @AxRiff
https://github.com/electronicarts/EACopy
Twitter : @honk_dice
Manga by @shiba_zushi, Technical Artist at Epic Games Japan.
Links