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Preparing for demo release
The beginning part of the game has been almost ready for release as a short demo for quite a while. But it was missing some polish that I am working on now.
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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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Sub Surface Scattering
Quick sub surface scattering solution with Unity URP shader graph.
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Cloth Sim
It was always my goal to use cloth sim on the character. The hair, the small pouch and the jacket just screamed to be made dynamic.
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The Adventure Game Hotspot Podcast
I was recently interviewed on the Adventure Game Hotspot podcast. We talked about Echoes of Somewhere and the potential and the limits of using AI for game production.
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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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Custom post-process effect: Anamorphic Bloom
Anamorphic bloom is for sure the most cyberpunk aesthetic there is. I wanted to use it as a use case for learning how to create post process materials for Unity URP. This post explains the process.
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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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Additional effects for the apartment scene
I have been working on the apartment for absolutely forever! I have begun to approach this room as a vertical slice for the game. This post is about some of the features I added this week: simulated cool air mist and fluorescent light flicker.
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The Metaverse Podcast
I was interviewed on the Metaverse podcast. We talked about Echoes of Somewhere and VFX in games and movies and on how AI might affect game production.