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First Build

This is pretty much the first screenshot! Basic BOX2D, and general gameplay features coded. No render engine as of yet (at this point everything is still being software rendered). 



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Painterly Shader with GLSL

Besides all the regular fancy shaders you would normally find (reflections, normal mapping...) the demo features one advanced fullscreen shader to produce the painterly effect. Its different from the usual cel-shading techniques because it doesn't rely on silhouettes or a different lighting model to produce the effect. Instead, the shader utilizes a brush pass ( the scene re-rendered with a brush texture applied to everything) and the depth pass, alongsde the main color pass to distort the image in a specific way. The brush pass is used to define the magnitude of the distortion, and some math applied to the depth pass to define the direction of the distortion.

Its useful to note that the main color pass is rendered completely normally, the lighting is baked from Maya into the textures, and shaders are applied normally for reflections and normal mapping.Below are screenshots of the passes with a brief explanation of how it works.



1. The brush pass. The color value decides the distort…

Concept Art for New Puzzler

Some concept art for Zero Age. 




Q Trailer

Q is an actiony puzzler game for tablets (currently just iPads, 2 and above recommended). It was made with UDK. Here is the trailer...
(I'll post some info about the gameplay and puzzles soon)

The team: Hosni Auji, Andrew Kalu (music), and me.