~/talk

Developing The Bad North Look

Talkat Konsoll 2018 · 2018-11-01..11-02· [game-development, creative-coding]
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Start
  2. 3:51Breaking Patterns
  3. 4:16Respect Abstraction
  4. 5:55Wavefunction Collapse
  5. 16:33Smooth Gradient Sharp Outlines
  6. 19:37The Vertex Shader
  7. 19:53Lighting
  8. 22:35Units
  9. 28:22Spears
  10. 31:28Water
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