Dynamic & Different: Real-time Look Development for Stylized Games.
summary
A workflow uses custom ramp shaders in Unity (Flat Kit, Tunic Colors Pro) plus photogrammetry, tiled normal maps and post‑processing (tone mapping, colorized AO, DOF, chromatic aberration) to get a painterly real‑time look without hand painting or sculpting. One scene reuses a single rock asset repeatedly, limits lighting ramps to four or five values, and ships cohesive results across assets — several prototypes (three total) run and the visual approach works for fast iteration.
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chapters (16)
- 0:00Real-time stylized look dev
- 1:45Introduction
- 5:17Career journey
- 14:26Key takeaways
- 16:36Project requirements
- 17:58Custom ramp shader
- 21:32Cell shading basics
- 24:39Painting in shaders
- 26:45Value range & edge quality
- 31:13Hue shifts
- 33:05Post-processing effects
- 34:10Same workflow examples
- 38:25Real-time art flexibility
- 39:08Q&A: Programming support
- 41:13Q&A: Future of Journey-style
- 42:15Q&A: Tools for prototyping
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