Remove Asset Remove Mesh Remove Shaders
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Integrating 2D and 3D Art: Creating Cohesive Game Worlds 

iXie gaming

Techniques for Integration Blending 2D and 3D assets requires more than just layering visuals. Imagine applying the same Instagram filter to all your assets; it instantly makes them feel like part of the same world. Pro Tip: Apply LUTs or post-processing filters to normalize saturation, hue, and contrast across assets.

Art
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From Sketch to Screen: The Evolution of Game Art Pipelines 

iXie gaming

Modeling : Building 3D meshes in tools like Maya or Blender, with attention to poly count and topology for animation compatibility. Engine Integration : Importing assets into engines like Unity or Unreal, applying shaders, setting collision physics, and preparing for QA. This process was predictable but time-consuming.

Art
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Unity Games That Last: How Testing, Art, and LiveOps Drive Revenue and Retention 

iXie gaming

It is an operational asset that protects both player experience and studio reputation. This requires: Reducing draw calls through mesh atlases, Using Level of Detail (LOD) to scale environments, And optimizing shaders for mobile GPUs. But in todays cross-platform, high-expectation environment, QA is not a cost center.

Art
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Dev snapshot: Godot 4.5 beta 1

Mircosoft Game Dev

Breaking changes Animation Audio / Video C# Core Documentation Editor GDScript GUI Import Input Internationalization Navigation Physics Platforms Rendering and shaders XR Breaking changes We try to minimize breaking changes, but sometimes they are necessary in order to fix high priority issues. GH-102534 ) Add meshes to Video RAM Profiler. (

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Godot XR update - February 2025

Mircosoft Game Dev

from GitHub or the Asset Library. from GitHub or the Asset Library. In addition, the XR sample projects are also available on the GitHub release and the Asset Library. mesh formats and thus requires Godot 4.2+. mesh formats and thus requires Godot 4.2+. from GitHub or the Asset Library. and later only.

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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Memory leaks occur because of reference retention issues and inadequate resource disposal and temporary asset allocation that both lead to a decrease in system performance. The Resources.UnloadUnusedAssets system releases unused assets to avoid memory spikes that occur when scenes change.

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Is abstracting based on identity wrong?

GameDev.Net

For example, in my little game engine project, I have various asset types: Mesh, Texture, Shader, etc., as well as asset loaders: MeshLoader, TextureLoader, etc., and I think naturally I just thought that a Mesh and Texture are a type of Asset, the same with the asset loaders, and perha