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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:​

  • a landmark (Asian fantasy creature/statue)

  • 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:

  • dynamic environment including various kinds of foliage

  • stylized shaders and textures

  • 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:

  • Get variation within a short amount of time

  • Easy to layout to fit into levels

  • One tool fits multiple needs(for both rocks in levels and cliffs in backgrounds)

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Why ivy and vine system:

  • Get more generic and natural shapes

  • Simulation rework is much faster than remodeling everything during iteration

  • Get a visual result close to the final stage early

  • Try a different approach with all controls of the behaviors.

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Why modify the tree system:

  • Some nodes are used for realistic tree generation while we are looking for stylized

  • There is not much space for leaves behaviors and controlls

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Shaders

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Solutions to bring back Specular and Volumetric Fog

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Mesh & Vertex Shader

  • art-directed effect

  • more freedom, made to fit

  • consistency

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