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1
Intro
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A Short Hike Postmortem
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Short games are a thing!
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Working Within Limitations!
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Crunchy Pixels
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Simpler Models
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3D Pixelation in Unity
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Referencing Colours
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Custom Unlit-ish Shaders
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Custom Lighting Ramp
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Easy UVs with Unlit Style
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Post Processing Effects
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Making Art Within Your Limitations
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Meeting the Deadline
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The Scrum Board You Know and Love (?)
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Reusing knowledge, tools, and assets
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Landscaping
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Triplanar Shader
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Terrain Painting
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Custom Tooling
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Cutting corners...
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Why open world?
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Things don't always go as planned...
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Provide Guidance
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Use Gates
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Silent Repetition
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Prime the Player
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Balancing The Final Area
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The Humble Original Release
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Setting Expectations
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Sweet Release!
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First Week Steam Page Traffic
Description:
Explore the development journey of "A Short Hike" in this 31-minute GDC Virtual Talk from 2020. Discover how Adam Robinson-Yu pivoted from a major project to create a tiny open-world game, delving into the creative process, technical challenges, and design decisions. Learn about working within limitations, implementing crunchy pixel aesthetics, custom shaders, and 3D pixelation techniques in Unity. Gain insights on meeting deadlines, efficient asset reuse, landscaping methods, and balancing open-world gameplay. Understand the importance of player guidance, silent repetition, and setting expectations for indie game releases. Uncover valuable lessons on game development, from prototyping to Steam page traffic analysis, in this comprehensive postmortem of a successful indie title.

Crafting a Tiny Open World - A Short Hike Postmortem

GDC
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