Category: GameDevPage 2 of 3

Dither Shader Complete

Dither shader is complete. Getting the noise/shadowing balance has been difficult.

Smoke Grenades

Faux smoke-grenade effect from CS2 with a particle system in Unity turned out better than expected.

Dramatic Colors

Love this palette, it’s so dramatic.

Depth Based Lighting Dither

Dynamic dithered lighting, so exciting.

Revisiting Animations

Revisiting animation to introduce more movement and life.

Balancing noise and color

The more difficult part of this visual style is balancing colors and dither-noise. Too much of either and everything looks bad.

Gravity aka ‘big sticky ball’ magic.

Gravity is like a big sticky goo ball, that sorta sucks things in very slowly.

I’m fascinated with particle emitters.

If your flames don’t look right, your gamez don’t look right.

Early visual exploration.

Peak gamedev moment with this.

Playing with fire.

Poppy are invulnerable to fire, fyi.

Unity Physics…so exciting.

The red panda is surrounded by an extremely localized gravity well, magic-ball of fun.

PSP FFT Era Art Direction

Final Fantasy Tactics is the best game of all time.

Dithered Fire Tests

There is something magical about the way the rock looks that makes me feel like the GRAPHICS™ are just right.

So pillow-goopy, love it.

Trying to achieve a goopy-ghost effect with cloth simulation, the results have been interesting.

Cloth simulator in Unity is a wonderful pandora’s box.

This is the beginning of the Essentia-magic ‘style’.