Developing The Bad North Look
summary
Procedural islands assemble from artist-authored 3D tiles using wavefunction collapse, about 400 tiles in the final set, with some modules spanning multiple grid squares to break obvious blockiness. Lighting bakes into a low‑res 3D AO texture via a cheap tree-structured ray marcher, used for soft gradients and fast sampling on units and particles. Units reuse a few low-res animated sprites with UV-driven high-res helmet lookups and billboarded units handled in the vertex shader; small mesh and shader tricks add smoothing and unified outlines.
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chapters (10)
- 0:00Start
- 3:51Breaking Patterns
- 4:16Respect Abstraction
- 5:55Wavefunction Collapse
- 16:33Smooth Gradient Sharp Outlines
- 19:37The Vertex Shader
- 19:53Lighting
- 22:35Units
- 28:22Spears
- 31:28Water
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