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AI assisted location: Hamburger restaurant
In the first big puzzle hub, one of the non-linear storylines takes you to a hamburger restaurant. There will be a big, hamburger related puzzle in there! But this week, we talk about creating the AI assisted location.
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City hall scene exterior 3D modeling (city hall part 4)
This scene is a bit different from your basic scene, as it has a lot of traffic and a functional maglev system. So this is actually a replacement scene for the maglev station when you travel to the city hall.
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Building a Puzzle
Building Adventure Game Puzzles is fun. This is a very complete breakdown of creating a bathroom scene with its puzzle in under 2 days! (Spoiler alert!)
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Rendering custom shadows with URP shader graph & apartment ext location
As I upgraded the render pipeline for the game, I noticed that my custom shadow rendering shaders turned pink. It was time to transition from custom HLSL shading for the environments to a more modern shader graph based approach.
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Upgrading the main character
I had planned to keep the characters far away from the camera, as they were not the best quality. But as I have been working on these scenes the main character creeps closer and closer. So I needed to make him look better.
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Home location – part 1: Adobe Firefly
Sometimes we need to have different spaces link together. This calls for a very accurate reconstruction of the locations. Here is my journey on connecting multiple AI generated rooms together.
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AI skyboxes
There have been multiple advancements in the AI space that I have found very interesting but there has not been a use for them in the game project yet. So I set up a news section to cover more things.
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Weekly update #22
Spring is here and so is the yard work. So this week has been slow for the project. Here is a quick overview of what is going on.
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Maglev train – an animated location
For the in-game overworld map I decided to create a maglev station. This would be a nice and simple location to create some nice animations in!
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From image to probes
Maybe instead of matching the ambient lighting and adding multiple spotlights, there was a way to turn the actual AI generated image into lighting probe data. That would make the realtime 3D meshes match the environments absolutely perfectly!
















