Author Archives: Anders Taylor
Vertex Colors
Vertex colors. It’s color data stored at vertices and you can do some pretty cool stuff with them. Most of the time you won’t have any need for vertex colors, and in unity the only shaders that make use of them are sprites, but when you’re making your own shaders you can do some pretty nifty things. Vertex colors can be used as a cheap way to shade or color meshes by combining the color with the diffuse, but a much […]
Vertex Colors
Vertex colors. It’s color data stored at vertices and you can do some pretty cool stuff with them. Most of the time you won’t have any need for vertex colors, and in unity the only shaders that make use of them are sprites, but when you’re making your own shaders you can do some pretty nifty things. Vertex colors can be used as a cheap way to shade or color meshes by combining the color with the diffuse, but a much […]
Protected: stuff I’ve done
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Protected: stuff I’ve done
This post is password protected. You must visit the website and enter the password to continue reading.
props, optimization, and animation
As the level stretches out to last a minute or two before the first boss it becomes increasingly apparent that there needs to be variety. The creation of the level functionally is as simple as laying out a path for the character to follow and occupying it with enemies, so the time consuming part is filling it with details and making it convincingly fit the theme. This involves adding props, and lots of them. Fences, crates, and carts can be used […]
props, optimization, and animation
As the level stretches out to last a minute or two before the first boss it becomes increasingly apparent that there needs to be variety. The creation of the level functionally is as simple as laying out a path for the character to follow and occupying it with enemies, so the time consuming part is filling it with details and making it convincingly fit the theme. This involves adding props, and lots of them. Fences, crates, and carts can be used […]
first level
The concept for the game Burn Witch Burn has it split in two parts: the first being an escape from a village after avoiding death, and the second is returning to the nearby castle. The first part ends with a fight with a witch hunter, and the second ends with confronting the final boss, who will be a queen. This gives the game two levels, and we decided pretty early that it could be more interesting to have a path that […]
first level
The concept for the game Burn Witch Burn has it split in two parts: the first being an escape from a village after avoiding death, and the second is returning to the nearby castle. The first part ends with a fight with a witch hunter, and the second ends with confronting the final boss, who will be a queen. This gives the game two levels, and we decided pretty early that it could be more interesting to have a path that […]
Lighting the scene
This is Anders from team Nazgul. I’ve been handling the more technical aspects of the graphics that we’re using to get the style we want and make our game look good.
There are two main parts to this: normal maps and light ramps.
A normal map is an image with colors that indicate values for a vector at each pixel. Lighting objects in rendering relies on the normal of a surface, which tells the direction the surface is facing. This is limited […]
Lighting the scene
This is Anders from team Nazgul. I’ve been handling the more technical aspects of the graphics that we’re using to get the style we want and make our game look good.
There are two main parts to this: normal maps and light ramps.
A normal map is an image with colors that indicate values for a vector at each pixel. Lighting objects in rendering relies on the normal of a surface, which tells the direction the surface is facing. This is limited […]