Venus Exodus - [DDP_153]

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Venus Exodus - [DDP_153]

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The Shards of Light Shader
Third in my series on Hololens Shaders is the “Shards of Light” shader for the original prototype of Fragments. When I was first hired at Microsoft, my job was to work on various prototypes for Hololens projects. One of those projects that would see a full release was Fragments.
The Fragments “Shards of Light” shader was our solution to the question of “How do we get holograms in and out of your world.” The shader would be eventually be simplified as the game got more complex and awesome, but originally it consisted of three main elements.
The first element was the standard opaque shading. I blew out the main light and pushed hard on the edge lights to give it that hyper-tight lighting of a fried chicken commercial. Looking back, I sorta regret the lighting decisions I made here. They were very “for a screen” decisions, and I had not yet internalized the various implications of mixed world rendering.
The second element was the wireframe. I computed the wireframes in a geometry shader and then tarnished the vert position around the edges. It was a controversial decision to show the wireframe, with some people worried we would reveal how low-poly the scene was. I always subscribed to the Toy Story 1 school of thought, where you should just embrace your weaknesses. In the case of Toy Story, they told a story about characters made of plastic because that’s what all CG looked like back then. In the case of Fragments, we used the faceted polygonal nature of the models as an intentional graphic element.
Finally there were the little balls of light. I computed the light cards in the geometry shader as well, and then put some random motion on them so it felt like the edges of the scene were never fully resolved. People really got excited when the lights would respond to the players movement. It wasn’t an intentional beat in executive demos, but they could always feel it all around them, which I was told really helped sell the story of the device.
And that’s the original fragments shader. It’s changed a ton from where it was then to where it is now, but I was proud that the aesthetic of “shards of information coming together” always stayed a pillar for the look and feel of Fragments throughout it’s development.
Cool!
FACE:
-Becca Backlight Priming Filter -Make Up Forever Ultra HD Foundation stick in 115=R230 -NARS Radiant Creamy Concealer in Chantilly -Lush Cosmetics Emotional Brilliance translucent setting powder
BROWS: -Anastasia Beverly Hills Dipbrow in Soft Brown -Anastasia Beverly Hills clear brow gel
CONTOUR: -Too Faced Chocolate Soleil bronzer -Urban Decay Afterglow blush in Obsessed -Becca Shimmering Pressed Skin Perfector in Pearl
EYES: -Maybelline gel liner in blackest black -Manny MUA x Make Up Geek collab palette (Beaches & Cream, Frappe, Aphrodite, Mars, Cosmopolitan) -Too Faced Better Than Sex waterproof mascara
LIPS: -Manny MUA x Ofra Cosmetics liquid lipstick in Charmed
All finished with Make Up Forever Mist & Fix setting spray!
Check out my cute girlfriend's makeup blog! She is really good!
WARTILE is a great looking blend of turn based tactics and CCG the aims to bring strategic board gaming to life as you use a select group of miniature viking figurines in strategic combat.  It uses a cooldown based combat system, giving a nice blend of real time and turn based combat.
Play The Wartime Pre-Alpha Demo Build, Free (Steam)

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Florence based developer Lka.it was kind enough to send over an early version of their new first person psychological thriller game, The Town of Light. Its set in a former psychiatric hospital and is based on real events and places. The game aims to explore what really happened inside those walls, from the perspective of Renée, an imaginary 16 year old girl that suffers from mental illness. The adventure starts in the present day, near the asylum. Renèe’s voice will guide the player, as she tries to remember her forgotten and blurred memories, her fears and her personal drama, while exploring an environment full of realistic documents and locations. Walking around the outside of the asylum, the first thing i noticed was a peaceful, solitary feeling, just like i get when i explore an abandoned building or area in real life. Its almost like you and that place exist outside of time. You feel alone, but not lonely. And you cant help but feel a bit connected to the people that were there before you. This sensation only grew stronger as i entered the asylum itself and began to look around. It just radiates history in every room (the saying “if these walls could talk“ really hits home in The Town of Light). Each new voice-over (there will be notes and books to read as well) helped make me more and more curious about what went on there and what happened to poor Renée. There were no jump scares, and i wouldnt call it a horror game, but it definitely had a tense and eerie atmosphere that stuck with me the entire length of the demo. Gameplay is light, but still entertaining. You can interact with a lot of things in the environment, like playground slides, chairs, cabinets and books and that helps sell the already strong feeling of this being a real, lived in place. The music is perfectly haunting and mixes well with this type of setting. It looks quite good too, with its overgrown vegetation, muted colors and lifelike textures. From my time playing it, i can totally see why it won the award for “Excellence in story and storytelling” from Game Connection Europe. I cant wait for the finished version to experience what this unique game has to offer. It should be out this Fall for PC, Mac and Linux! If youre interested in the asylum, you can find more about that here.
http://www.thetownoflight.com/
https://www.facebook.com/TheTownOfLight
http://steamcommunity.com/sharedfiles/filedetails/?id=186846366
http://tapemagazine.net
Toying around with a design for a game Idea.
E x p l o r e _ w e i r d _ b e e t l e s

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Terminal animations are done!! Fantastic stream again, reach the top #gamedev stream, so cool!
My typical, super simple approach to character concepts.
1. Start with a contact sheet full of tiny silhouettes. The lack of detail benefits you in two ways.
One, you know how the figure will read at distance or in low visibility situations. This is important in games and film. Does the baddie read in the heat of battle coming over the hilltop with the sun to his back? It probably should! Two, iteration comes quickly when you don’t get caught up in the details. If a design works monochrome and small, it works big and colored.
2. Value work is the meat and potatoes of an image. You can use super atypical hue ramps and get away with it if your value is correct. By painting in all value before moving on to color, you ensure that the masses work before getting bogged down in hue decisions.
This is great in character concepts especially because…
3. …coloring atop your value layer using an Overlay or Color layer separately allows clients to make changes to the finished art with less manual labor on your end.
Did we say the robot was made of a bronze alloy? We meant titanium. Well, good news–you needn’t spend hours on a recolor that destroys your value work, just lay in new, flat color on your Color layer.
donut friends!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Posted a bunch of my old projects to itch.io! Check them out here : http://shoshingamestudio.itch.io/
Castlevania: Symphony of the Night
System: PS1, Sega Saturn, PS3, PSP, PS Vita, Xbox 360
Release: 1997
Developer: Konami
Info: Wikipedia / MobyGames
Video: Gameplay Video
Image Source: vgjunk.tumblr.com
Castlevania SOTN also appears on The Big List of 150+ Platformers for the PS1