Welcome to helloserve

helloserve Productions is a freelance and contracting endeavor specialising in .NET program development, Unreal Engine, Unity and general game and graphics development, and 3D content design and modeling.

Towards the end of ActI (of my unannounced game project) there is this private foyer area. It's supposed to be way upmarket, and while I'm no interior designer, I feel like this area should reflect mostly minimalism, but set the vibe through quality materials and warm colors. It's not an area the residents here would care for, instead simply a shared through-fare to the elevator or private car access. But while I feel I got the lighting and vibe where I wanted it, it still missed a really good, quality prop to round it out. And I mean here both a quality interior design decision, and a quality 3D game asset. I set out to make a Chesterfield.


An automation project to facilitate efficient grid-tied PV and battery usage with a view towards saving for replacement.

This was a serious and real attempt at making a game. I wanted to build something I wanted to play.


Setting up a simulation for hanging cables in Blender has a few steps, including the scale, goals and potentially hooks. Let's dive in.

This is something I’ve watched videos about so many times, and every time I have to rewatch a video in order to get it right, and then I still struggle every time. So I decided to write it up for myself.

Lerping between two yaw angles is a problem that’s harder to solve than it appears at first. At least, that’s my experience with trying to deal with it. I’ve solved it twice now, for slightly different end-goals.