~/talk

Dynamic & Different: Real-time Look Development for Stylized Games.

Talkat Develop:Brighton 2021 · 2021-10-26..10-28· [web-animation, creative-coding]
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slides:none on file

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.

AI-written summary · about

  1. 0:00Real-time stylized look dev
  2. 1:45Introduction
  3. 5:17Career journey
  4. 14:26Key takeaways
  5. 16:36Project requirements
  6. 17:58Custom ramp shader
  7. 21:32Cell shading basics
  8. 24:39Painting in shaders
  9. 26:45Value range & edge quality
  10. 31:13Hue shifts
  11. 33:05Post-processing effects
  12. 34:10Same workflow examples
  13. 38:25Real-time art flexibility
  14. 39:08Q&A: Programming support
  15. 41:13Q&A: Future of Journey-style
  16. 42:15Q&A: Tools for prototyping
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