Sunday, August 19, 2012

GDC Europe diary

I heard a story about how a certain indie developer fled from an angry mob.


He and a friend wanted ice cream, so they went to a remote island famous for ice cream.


Unfortunately, he ended up punching a clown in the face for some reason.


It was implied that the clown was particularly beloved by the small remote town specializing in ice cream, so a large mob quickly formed to attack said indie designer.


His friend jumped on a nearby motorcycle and started speeding off.


The indie designer ran after the motorcycle, just barely jumping onto the back. They escaped, but they never got any ice cream.

Monday, August 13, 2012

BRB. GDC Europe.

Blog updates are on the backburner for this week... I'm currently in Cologne, partying the only way Europeans know how / crunching on the last touches on my slides. I recently ran through the whole thing and I came in at just under 50 minutes, so I'm pretty happy with how it's going.

If you'll be at GDC Europe, come see my talk on Tuesday at 5:30 in Congress Saal 2, 4th level. I don't know if I'm getting recorded, but if I am I'm sure it'll be in the GDC Vault or something.

Wish me luck!

Friday, August 10, 2012

The flat as art; the aesthetics of UV maps.


So the celebration of visual arts in video games like "Into the Pixel" is cool in one sense, but a little dishonest in another -- concept art is not video game art -- that is, it's not the art asset that goes into the game. Rather, I'd argue that the more authentic video game art is the sprite sheet, the texture atlas, the lightmap, the UV map. It's all about the flats. Understanding them requires understanding games on some level. ("UV means ultraviolet, right?")

I propose three aesthetics / three approaches to appreciating the flat:

Wednesday, August 8, 2012

"In Ruins" by Tom Betts


"In Ruins" is a first person procedural platformer-explorer thing. Spoilery critique after the jump:

Tuesday, August 7, 2012

How to dig holes in Unity3D terrains.


UPDATE FOR 2019: This post is 7+ years old, and new versions of Unity have updated the Terrain system. In principle, this technique should still work -- but the specific code and variable names are probably broken. I have no plans to update this post. Good luck.

Say you're making a Unity game that takes place in a large landscape dotted with windmills, and some of these windmills have tunnels that lead underground. But in Unity, the terrain collider is generated from heightmap data: it's essentially one giant bumpy plane. You can't punch holes in it.

Can we hack it to achieve the same result? Yep. Here's one way, there are two parts to it:

1) Hiding a piece of terrain geometry with a "depth mask" shader.
2) Disabling the collider so the player (or whatever) can pass through the hole, but collides with terrain other times.

If you need more detail, here's my specific implementation: