Getting started with VALEE

This article is an introduction to the “Viewport and level editing enhancements” project which seeks to rethink the way 3d game scenes are edited. My goal with this workflow was to make the level editing process faster and more intuitive. It might feel weird at first but I hope it will all make sense at the end. I recommend following this article with the browser demo open.

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2 channel diffuse textures

Certain types of diffuse textures have a wide range of lightness and saturation values but they vary little in terms of hue. We can exploit this property and pack the image into only two texture channel, complemented with a single color constant, allowing us to store arbitrary data in the remaining two channels of the image (normal XY, specular amount and roughness, etc).

Update: Added channel selection and artifact comparison.

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Introducing VALEE

While I like most aspects of the Unity editor I’ve found that its level editing workflow is not particularly good so I decided to do an experiment: I’ll try to come up with a set of user interaction mechanics focusing on level design.

The project is “Viewport and level editing enhancements” or VALEE and I’ve just published its first version. On the project page you can read more about the features and controls and also try the current version of the browser demo.

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One-minute Dungeon: Behind the scenes

This post is about the inner workings of the One-minute Dungeon.

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One-minute Dungeon

One-minute Dungeon is an interactive special effects showcase, my first proper Unity project. Click on objects which shine under the mouse and find the 8 coins.

Left button drag moves camera.
Left click activates object.
Right click cancels zoom-in.
“P” simplifies post processing.
“A” turns on auto scrolling.

For more info on how it was made read the “Behind the scenes” article.

If you have questions or ran into issues, please contact me.

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Amps Beta

I’ve just finished the beta release of Amps: new features, new modules, etc.

EDIT: Added the updated documentation and an article detailing the inner workings of the demo emitters.

This is the updated demo scene:

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