Category Archives: Technical Art

Tech Art Tips & Tricks: All About Displacement, Height, Normal & Bump Maps

What are the differences between bump maps, displacement maps, height maps and normal maps and when to use them? They are different ways used to add detail to a model. It is important to understand their strengths and weaknesses, in

Tech Art Tips & Tricks: All About Displacement, Height, Normal & Bump Maps

What are the differences between bump maps, displacement maps, height maps and normal maps and when to use them? They are different ways used to add detail to a model. It is important to understand their strengths and weaknesses, in

UI / UX / 2D Technical Art project: Yahtzee

Yahtzee with Buddies is a top-grossing free-to-play mobile game (it rolled past 1 million downloads in just 4 days). It brings together the fun, classic board game with a new look for the next generation of players. My responsibilities include:

UI / UX / 2D Technical Art project: Yahtzee

Yahtzee with Buddies is a top-grossing free-to-play mobile game (it rolled past 1 million downloads in just 4 days). It brings together the fun, classic board game with a new look for the next generation of players. My responsibilities include:

Shaders Challenge: Teleport Hologram (Gantz O + Cortana Style)

Tool used: Unity (Shadergraph + LWRP) Inspiration: The resurrection teleport scene effect in Gantz: O, Cortana from the Halo game series Visual reference moodboard: https://www.pinterest.co.uk/spiderlili/sci-fi-holograms/ Techniques used: Rim effect, animated scanlines, vertical swipe with alpha clip threshold. Notes: Turn ZWrite

Shaders Challenge: Teleport Hologram (Gantz O + Cortana Style)

Tool used: Unity (Shadergraph + LWRP) Inspiration: The resurrection teleport scene effect in Gantz: O, Cortana from the Halo game series Visual reference moodboard: https://www.pinterest.co.uk/spiderlili/sci-fi-holograms/ Techniques used: Rim effect, animated scanlines, vertical swipe with alpha clip threshold. Notes: Turn ZWrite

Technical Art Skills Development & Reading List

UI Dynamic UI Responsive design & implementation Screen & World Space UI Optimisation & Best Practice Asset bench-marking Profiling tests LODs Evaluate and optimise compound and Mesh Colliders Rigging, Animation & Simulation State machines Soft body physics Rigid body physics

Technical Art Skills Development & Reading List

UI Dynamic UI Responsive design & implementation Screen & World Space UI Optimisation & Best Practice Asset bench-marking Profiling tests LODs Evaluate and optimise compound and Mesh Colliders Rigging, Animation & Simulation State machines Soft body physics Rigid body physics

Tech Art Notes: HDRP in Unity

HDRP Overview A huge upgrade to graphics – new way of rendering for achieving high fidelity visuals and realistic looking graphics features(Recommended for PC and console platforms). new physically-based material properties such as additional coat layer and iridescence makes it

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Tech Art Notes: HDRP in Unity

HDRP Overview A huge upgrade to graphics – new way of rendering for achieving high fidelity visuals and realistic looking graphics features(Recommended for PC and console platforms). new physically-based material properties such as additional coat layer and iridescence makes it

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Tron style hologram shader – Unity Test

A hologram style unlit shader to control the colour and transparency of the object, manipulate its vertices during rendering to produce periodic flickering glitches. This is achieved by using a sine wave effect in the vertex shader. Clipping is used to

Tron style hologram shader – Unity Test

A hologram style unlit shader to control the colour and transparency of the object, manipulate its vertices during rendering to produce periodic flickering glitches. This is achieved by using a sine wave effect in the vertex shader. Clipping is used to

Essential Game Maths: Sine Waves

How are Sine Waves useful? Sine waves is a fascinating mathematical phenomenon. They are useful for repeating behaviours and animating things over time – simply use the amount of seconds passed since started the game as input for sin function.  Because of their

Essential Game Maths: Sine Waves

How are Sine Waves useful? Sine waves is a fascinating mathematical phenomenon. They are useful for repeating behaviours and animating things over time – simply use the amount of seconds passed since started the game as input for sin function.  Because of their