Konsoll 2018: Oskar Stålberg - Developing The Bad North Look

  Рет қаралды 18,583

Konsoll

Konsoll

5 жыл бұрын

In this talk Oskar will be discussing the procedural techniques, technical challenges and artistic reasoning behind the look of Bad North.

Пікірлер: 8
@craigza
@craigza 5 жыл бұрын
"Looks cute but is quite hard" - I know this feedback all too well, great talk! Very informative, thanks for sharing! :D
@TitusReviews
@TitusReviews 3 жыл бұрын
This talk was great
@sgregory0753
@sgregory0753 3 жыл бұрын
Amazing, I always wondered how to game generated the islands
@Tamdev9
@Tamdev9 4 жыл бұрын
Thank for sharing :D
@sanmaro91
@sanmaro91 3 жыл бұрын
You made great game.
@DebrisHauler
@DebrisHauler 2 жыл бұрын
Also Oskar, would love to hear a bit more about how your shader samples that 3D Ambient Occlusion texture. How does it interpolate between nearby samples?
@DebrisHauler
@DebrisHauler 2 жыл бұрын
Around 20:15... Does anybody know how the AO probe tree shape is created? That tree shape looks so complicated. Isn't it far more practical and just as effective to design simpler branching structure that overlaps itself the further out it branches?
@w0mblemania
@w0mblemania 3 жыл бұрын
Swedish guy speaks better English than most English... Ridiculously overqualified. Very jelly.
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