Category: GameDevPage 1 of 2
Testing various ways to record gameplay for the trailer.
Building a puzzle-interaction system
Exploring music for everything. Going for a sorta melancholic, paranoia.
Scenic stuff and little details.
Cloth simulation it’s the best.
Grass particle system.
Exploring lightning magic.
Using the Unity procedural skybox in combination with some cloud dithering.
Dither shader is complete. Getting the noise/shadowing balance has been difficult.
Faux smoke-grenade effect from CS2 with a particle system in Unity turned out better than expected.
Love this palette, it’s so dramatic.
Dynamic dithered lighting, so exciting.
Revisiting animation to introduce more movement and life.
The more difficult part of this visual style is balancing colors and dither-noise. Too much of either and everything looks bad.
Gravity is like a big sticky goo ball, that sorta sucks things in very slowly.