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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.
If your flames don’t look right, your gamez don’t look right.
Peak gamedev moment with this.
Poppy are invulnerable to fire, fyi.
The red panda is surrounded by an extremely localized gravity well, magic-ball of fun.
Final Fantasy Tactics is the best game of all time.
There is something magical about the way the rock looks that makes me feel like the GRAPHICS™ are just right.
Trying to achieve a goopy-ghost effect with cloth simulation, the results have been interesting.
This is the beginning of the Essentia-magic ‘style’.