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Study mode:
on
1
Introduction
2
My Background
3
The Siege and the Sandfox
4
Stealth
5
Exploration
6
Pixel Art
7
Artist Background
8
Batman
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Zelda
10
Metal Slug
11
Common Themes
12
Photoshop Mockup
13
Animations
14
Game Maker Prototype
15
Dev Grant Pitch
16
Material & Lighting
17
Authenticity
18
Pixel Limitations
19
Limited Colour Palettes
20
The Rules - Summary
21
Distortion
22
Tilemap Specs
23
Half tile placement
24
Tilemap Layers
25
Final pass
26
Siege 2017
27
Normal Maps
28
Particles
29
Colour Shift-Converting Characters
30
Moving to the Perspective Camera
31
Performance
32
World Size
33
Getting started with Paper 2D
34
Orthographic Camera
35
Make Something Authentic
36
Make It With UE4
37
Dev Live Streams
38
Website
Description:
Explore how modern rendering techniques can enhance pixel art in game development without sacrificing authenticity in this 30-minute conference talk from Unreal Fest Europe 2019. Delve into Cardboard Sword's Design Director Chris Wilson's insights as he showcases examples from "The Siege and the Sandfox," demonstrating the use of advanced features to achieve greater detail and dynamics while maintaining a classic pixel art style. Gain valuable knowledge on topics such as material and lighting techniques, tilemap specifications, normal maps, particle effects, and the transition to perspective cameras. Learn how to leverage Unreal Engine's Paper 2D for creating authentic pixel art games with improved visual fidelity and performance optimization strategies for larger game worlds.

Beyond Authentic Pixel Art in Unreal Engine - Unreal Fest Europe 2019

Unreal Engine
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