Iteration and Development
We would like to show an environment that tells a story of the myth of the dragon. Two core features we think are crucial to making this world works:
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a landmark (Asian fantasy creature/statue)
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a place where the story is been told (an abandoned garden)
In order to make these two feature works well, we added these extra features on top of them:
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dynamic environment including various kinds of foliage
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stylized shaders and textures
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miscellaneous particle effects and props
I chose the hand-painting style NPR instead of PBR based on our world settings (Asian myth) and team skill sets(we have two great 2D artists on board). I am responsible for Tools and Shaders.
Tools
Why customize rock system:
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Get variation within a short amount of time
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Easy to layout to fit into levels
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One tool fits multiple needs(for both rocks in levels and cliffs in backgrounds)
Why ivy and vine system:
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Get more generic and natural shapes
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Simulation rework is much faster than remodeling everything during iteration
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Get a visual result close to the final stage early
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Try a different approach with all controls of the behaviors.
Why modify the tree system:
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Some nodes are used for realistic tree generation while we are looking for stylized
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There is not much space for leaves behaviors and controlls
Shaders
Solutions to bring back Specular and Volumetric Fog
Mesh & Vertex Shader
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art-directed effect
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more freedom, made to fit
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consistency