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Backpack Battles Backpack Battles decided to make inventory management the main game mechanic. There is just something about the frustratingly fun mechanics of Arctic Eggs that captured quite an audience who are we to judge your taste? Turn-based mechanics and an RPG flavor round off the experience.
We created 4 UV sets of each car and wrote a shader that swaps them. All of the moving obstacles have implemented different mechanics, that make player behave in a certain way. As I mentioned before – almost every 3D object uses the same atlas texture. To change the car’s colors we don’t need a separate model or prefab.
Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. You can even create complex dynamic effects by writing custom shaders that operate on FogVolume nodes. is introducing sky shaders which allow users to create dynamic skies that update in real time (including reflections).
Moving forward, Joe will continue to refine and improve the look of the fur, adding a dither effect to the hair shader to soften the edges of each card. Next, Pete exported the hair cards into Unreal in order to build a universal hair shader that could then ultimately be applied to every fur-havin' character in Kristala.
Pre-production lays the foundation for artistic direction, ensuring that all visual elements align with the games mechanics, worldbuilding, and narrative. Developers focus on: Shader programming to fine-tune lighting and material properties. Setting the Visual Blueprint Every successful game art pipeline starts with a vision.
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