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    <title>Will Kwan</title>
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    <description>making a game and a game engine</description>
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    <lastBuildDate>Mon, 20 Apr 2026 09:28:18 +0000</lastBuildDate>
    <pubDate>Sun, 04 Jun 2017 22:17:54 +0000</pubDate>
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    <itunes:author>Will Kwan</itunes:author>
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    <itunes:summary><![CDATA[making a game and a game engine]]></itunes:summary>
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      <title>Optimizing My 3D Game on the Steam Deck</title>
      <link>https://youtube.com/watch?v=y1m30oOksmI</link>
      <description>Source code for my 3D renderer (Rust/Vulkan/GLSL), integrated with the Bevy game engine: https://github.com/wkwan/flo&#xA;&#xA;Devlog #0 for my game that I&#39;m building this engine for: https://www.youtube.com/watch?v=xsxvuzM5Oyg</description>
      <pubDate>Fri, 12 Sep 2025 23:47:12 +0000</pubDate>
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      <itunes:author>Will Kwan</itunes:author>
      <itunes:subtitle>Optimizing My 3D Game on the Steam Deck</itunes:subtitle>
      <itunes:summary><![CDATA[Source code for my 3D renderer (Rust/Vulkan/GLSL), integrated with the Bevy game engine: https://github.com/wkwan/flo

Devlog #0 for my game that I'm building this engine for: https://www.youtube.com/watch?v=xsxvuzM5Oyg]]></itunes:summary>
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      <title>3 Months Making a Simulation Game with Procedural 3D Art</title>
      <link>https://youtube.com/watch?v=xsxvuzM5Oyg</link>
      <description>No Steam page yet! Currently focused on making the demo more fun and replacing the wgpu renderer I&#39;m using from the Bevy engine with a custom Vulkan renderer to make it faster and add cool ray tracing effects.&#xA;&#xA;*Tutorials and open-source code I used in the video*&#xA;&#xA;Fluid simulation/ray-traced water rendering (my own code snippet):&#xA;https://github.com/wkwan/flo&#xA;&#xA;https://youtube.com/playlist?list=PLFt_AvWsXl0eBW2EiBtl_sxmDtSgZBxB3&amp;si=XhXAo13EW0jJfbKG (Sebastian Lague 🐐)&#xA;&#xA;Procedural wall drawing (Anastasia Opara):&#xA;https://github.com/anopara/country-slice&#xA;&#xA;Inverse kinematics spider (Stijn Vergauwen):&#xA;https://github.com/stijn-vergauwen/walking_ik_spider&#xA;&#xA;*If you liked this video, you might like my last video, where I dive into the game design of my Fortnite map Brainwash Royale* (#1 _Up and Coming_ map in Fortnite, Aug. 2024): https://youtu.be/5tkn9QvObnk&#xA;&#xA;*Music*&#xA;https://youtu.be/EZYpJLZidKE&#xA;https://youtu.be/1dciubGRKQA&#xA;Atlantis by Audionautix is licensed under a Creative Commons Attribution 4.0 license. https://creativecommons.org/licenses/by/4.0/&#xA;Artist: http://audionautix.com/&#xA;&#xA;#indiegamedev #bevy #proceduralgeneration #rust</description>
      <pubDate>Sat, 09 Aug 2025 01:17:49 +0000</pubDate>
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      <itunes:author>Will Kwan</itunes:author>
      <itunes:subtitle>3 Months Making a Simulation Game with Procedural 3D Art</itunes:subtitle>
      <itunes:summary><![CDATA[No Steam page yet! Currently focused on making the demo more fun and replacing the wgpu renderer I'm using from the Bevy engine with a custom Vulkan renderer to make it faster and add cool ray tracing effects.

*Tutorials and open-source code I used in the video*

Fluid simulation/ray-traced water rendering (my own code snippet):
https://github.com/wkwan/flo

https://youtube.com/playlist?list=PLFt_AvWsXl0eBW2EiBtl_sxmDtSgZBxB3&si=XhXAo13EW0jJfbKG (Sebastian Lague 🐐)

Procedural wall drawing (Anastasia Opara):
https://github.com/anopara/country-slice

Inverse kinematics spider (Stijn Vergauwen):
https://github.com/stijn-vergauwen/walking_ik_spider

*If you liked this video, you might like my last video, where I dive into the game design of my Fortnite map Brainwash Royale* (#1 _Up and Coming_ map in Fortnite, Aug. 2024): https://youtu.be/5tkn9QvObnk

*Music*
https://youtu.be/EZYpJLZidKE
https://youtu.be/1dciubGRKQA
Atlantis by Audionautix is licensed under a Creative Commons Attribution 4.0 license. https://creativecommons.org/licenses/by/4.0/
Artist: http://audionautix.com/

#indiegamedev #bevy #proceduralgeneration #rust]]></itunes:summary>
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      <itunes:duration>5:36</itunes:duration>
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      <title>1 Week Learning GunZ and How It Helped Me Make a Game</title>
      <link>https://youtube.com/watch?v=5tkn9QvObnk</link>
      <description>Fortnite was too easy so I started playing GunZ.&#xA;&#xA;https://twitch.tv/willkwan&#xA;&#xA;epic music: https://www.youtube.com/watch?v=TrwffB1EhAE</description>
      <pubDate>Sat, 30 Nov 2024 03:42:17 +0000</pubDate>
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      <itunes:author>Will Kwan</itunes:author>
      <itunes:subtitle>1 Week Learning GunZ and How It Helped Me Make a Game</itunes:subtitle>
      <itunes:summary><![CDATA[Fortnite was too easy so I started playing GunZ.

https://twitch.tv/willkwan

epic music: https://www.youtube.com/watch?v=TrwffB1EhAE]]></itunes:summary>
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      <itunes:duration>15:31</itunes:duration>
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      <title>Training AI to Play Fortnite (Reinforcement Learning + Computer Vision)</title>
      <link>https://youtube.com/watch?v=iFAe7x2Nos8</link>
      <description>Source code, pretrained model checkpoint, and documentation for the Fortnite reinforcement learning agent: https://github.com/wkwan/scrimbrain &#xA;&#xA;I open-sourced ScrimBrain because reinforcement learning isn&#39;t practical enough yet to help the average game developer do automated playtesting, or to help esports pros practice. My business is making games and videos, not doing AI research (I don’t make any money doing that), but I think RL is the best approach for these use cases.&#xA;&#xA;If you want to support the channel, play my games! CoachDody and I spent months making Steal My Wall!, a fun and intense competitive Fortnite map that helps you master fundamental boxfighting skills like stealing pieces, taking good peeks, and using exploits to get into your opponent’s box: https://www.fortnite.com/@coachdody/2191-1425-4724&#xA;&#xA;In case you’re new to Fortnite, all maps are free (devs get payouts based on player metrics) so it doesn’t cost anything to queue into a game. Our map includes solo practice areas with tutorials to explain the skills that other combat maps assume you already have. I’m not a competitive Fortnite player and I’m also not 15, so we designed the solo practice for players like me who want to learn the basics efficiently.</description>
      <pubDate>Tue, 16 Jul 2024 04:25:18 +0000</pubDate>
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      <itunes:author>Will Kwan</itunes:author>
      <itunes:subtitle>Training AI to Play Fortnite (Reinforcement Learning + Computer Vision)</itunes:subtitle>
      <itunes:summary><![CDATA[Source code, pretrained model checkpoint, and documentation for the Fortnite reinforcement learning agent: https://github.com/wkwan/scrimbrain 

I open-sourced ScrimBrain because reinforcement learning isn't practical enough yet to help the average game developer do automated playtesting, or to help esports pros practice. My business is making games and videos, not doing AI research (I don’t make any money doing that), but I think RL is the best approach for these use cases.

If you want to support the channel, play my games! CoachDody and I spent months making Steal My Wall!, a fun and intense competitive Fortnite map that helps you master fundamental boxfighting skills like stealing pieces, taking good peeks, and using exploits to get into your opponent’s box: https://www.fortnite.com/@coachdody/2191-1425-4724

In case you’re new to Fortnite, all maps are free (devs get payouts based on player metrics) so it doesn’t cost anything to queue into a game. Our map includes solo practice areas with tutorials to explain the skills that other combat maps assume you already have. I’m not a competitive Fortnite player and I’m also not 15, so we designed the solo practice for players like me who want to learn the basics efficiently.]]></itunes:summary>
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