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March 22nd: Game Jam

This week was another game jam, we worked around the theme "strike". Our game was somewhat story-based and took place in a cave; this opened up a bunch of art opportunities, and I spent a ton of time developing post-processing effects and materials to work with the cave. Our final product is pretty good, you can find it here: https://hexrin.itch.io/descentofgreed
You can also find my current project, a roguelike tower defense game here: https://hexrin.itch.io/techno-towers

I had a good time working with post-processing effects this week during our game jam. I set up three major effects: a cel shader, an edge detect, and a distance-based effect that desaturates and tints things in layers to get a Firewatch-type cutout effect

I had a good time working with post-processing effects this week during our game jam. I set up three major effects: a cel shader, an edge detect, and a distance-based effect that desaturates and tints things in layers to get a Firewatch-type cutout effect

My edge detection worked out pretty well. I added it before all of the other post-processing effects and did some mathematical magic to get it to resemble a material rather than a post-process effect.

My edge detection worked out pretty well. I added it before all of the other post-processing effects and did some mathematical magic to get it to resemble a material rather than a post-process effect.

I made this fun material for the cave that uses world space normal distortion and a texture to get a cool layered effect.

I made this fun material for the cave that uses world space normal distortion and a texture to get a cool layered effect.

This is an example of one of the caves I made. I used the displacement workflow to get this effect and a couple of variations.

This is an example of one of the caves I made. I used the displacement workflow to get this effect and a couple of variations.