Valparaíso, Chile
carlos.ibanez@criticalfailure-studio.com

Autor: HeavyBullets

Reactive Water – Bonus: On to the spring net approach

For more information, read our previous entries here. As we continue developing our level, the need to improve our water shader has been lurking down the corner for a while and now, that we’re almost ready to finish our first level, we decided to come back and take a look on what we can change…
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From Doodle to Animation

With the “Magician” already designed, we can go head on into creating the first animations for him. We wanted him to be a character with a lot of personality, so the idle animations were a good point to start.   When one idle is not enough. The base of the character is a charismatic guy…
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Creating the Water – Part 3: “Reactive Water, Buoyancy and dealing with Defered Rendering”

As this part was a little more difficult to get right, I took the time to really comprehend the theory behind this part of the tutorial, because otherwise, I wouldn’t feel comfortably creating a tutorial about this. With that out of the way, we can go into the last part of our water tutorial, with…
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Creating the water – Part 2: The reckoning

After a week of tweking the water shader, i can come back to this tutorial series to complete our second part… Disclamer: ~~This tutorial contains derivatives… best enjoyed with a cup of coffee~~   Previously on Water Shaders: What we achieved on the last tutorial, was the creation of reactive water that changes the tesselation/world…
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Creating the water – Part1: Behaviour and physics stuff

  So… we have finally come to this… eventually every game developer must deal, one way or another, with water on their game. It’s our time. When thinking about our forest, water, lakes and even seas were something that we wanted to add to spice a little the topography of this location… the ideas were…
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Faking 2d Lights on Unreal

As already stated on previous posts, the idea was to create an atmosphere that could vary between simply beautiful to dangerous and downright creepy at some points. Obtaining a forest that has natural contrasts on each stage, which further help to create the impression of something “out of place”. For this to work, we had…
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Let’s talk about pre-production

On the first things that we talked after deciding that we wanted to create a development team was the direction that our products would be given and the philosophy of our own team. Granted, this was the first time we would be working on the video game industry as a team, but we had experience…
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