Lighting workflow
www.siliconjelly.com   facebook.com/siliconjelly
Czech Indie game studio from Praguewww.siliconjelly.com                   facebook.com/siliconjelly
Czech Indie game studio from Prague            working on 3 game titles parallelwww.siliconjelly.com                   fac...
Czech Indie game studio from Prague            working on 3 game titles parallel            today, we want present Click a...
Click and Gun / iOS universal
Click and Gun / iOS universalaction “tower defense” game
Click and Gun / iOS universalaction “tower defense” game2D / 3D visual representation
Click and Gun / iOS universalaction “tower defense” game2D / 3D visual representationunique visual style
Click and Gun / iOS universalaction “tower defense” game2D / 3D visual representationunique visual style22 different enemies
Click and Gun / iOS universalaction “tower defense” game2D / 3D visual representationunique visual style22 different enemi...
Click and Gun / iOS universalaction “tower defense” game2D / 3D visual representationunique visual style22 different enemi...
Click and Gun / iOS universalaction “tower defense” game2D / 3D visual representationunique visual style22 different enemi...
Talk about...
Talk about...fast development in small team
Talk about...fast development in small teamrapid asset creation
Talk about...fast development in small teamrapid asset creationartwork conversion to 3D
Talk about...fast development in small teamrapid asset creationartwork conversion to 3Dstatic and dynamic batching
Talk about...fast development in small teamrapid asset creationartwork conversion to 3Dstatic and dynamic batchinglighting...
Talk about...fast development in small teamrapid asset creationartwork conversion to 3Dstatic and dynamic batchinglighting...
Talk about...fast development in small teamrapid asset creationartwork conversion to 3Dstatic and dynamic batchinglighting...
Small team / members
Small team / membersstarted with just 3 members
Small team / membersstarted with just 3 membersdeveloper - Jaroslav Stehlík @JaroslavStehlik
Small team / membersstarted with just 3 membersdeveloper - Jaroslav Stehlík @JaroslavStehlikillustrator - Jakub Kučera @Ja...
Small team / membersstarted with just 3 membersdeveloper - Jaroslav Stehlík @JaroslavStehlikillustrator - Jakub Kučera @Ja...
Small team / membersstarted with just 3 membersdeveloper - Jaroslav Stehlík @JaroslavStehlikillustrator - Jakub Kučera @Ja...
Small team / membersstarted with just 3 membersdeveloper - Jaroslav Stehlík @JaroslavStehlikillustrator - Jakub Kučera @Ja...
Small team / plan everything
Small team / plan everythingplan everything from scratch
Small team / plan everythingplan everything from scratchprototype
Small team / plan everythingplan everything from scratchprototypetest game mechanics
Small team / plan everythingplan everything from scratchprototypetest game mechanicsbenchmark visuals
Small team / plan everythingplan everything from scratchprototypetest game mechanicsbenchmark visualsdo this before creati...
Small team / plan everythingplan everything from scratchprototypetest game mechanicsbenchmark visualsdo this before creati...
Static & dynamic batching
Static & dynamic batchingentire level is packed in 2 atlases
Static & dynamic batchingentire level is packed in 2 atlases1x 2k PVRTC 4bit for buildings and props
Static & dynamic batchingentire level is packed in 2 atlases1x 2k PVRTC 4bit for buildings and props1x 1k PVRTC 4bit for c...
Static & dynamic batchingentire level is packed in 2 atlases1x 2k PVRTC 4bit for buildings and props1x 1k PVRTC 4bit for c...
Static & dynamic batchingentire level is packed in 2 atlases1x 2k PVRTC 4bit for buildings and props1x 1k PVRTC 4bit for c...
Static & dynamic batchingentire level is packed in 2 atlases1x 2k PVRTC 4bit for buildings and props1x 1k PVRTC 4bit for c...
Static & dynamic batchingentire level is packed in 2 atlases1x 2k PVRTC 4bit for buildings and props1x 1k PVRTC 4bit for c...
Static & dynamic batching
Static & dynamic batching2048 PVRTC 4bit for buildingsand props
Static & dynamic batching2048 PVRTC 4bit for buildings   512 PVRTC 2bit for main characterand props
Lighting workflow - baking
Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”
Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”precompute, fake everything
Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”precompute, fake everything“Beast” doesn’t suppo...
Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”precompute, fake everything“Beast” doesn’t suppo...
Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”precompute, fake everything“Beast” doesn’t suppo...
Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”precompute, fake everything“Beast” doesn’t suppo...
Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”precompute, fake everything“Beast” doesn’t suppo...
Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”precompute, fake everything“Beast” doesn’t suppo...
Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”precompute, fake everything“Beast” doesn’t suppo...
Day/Night light probes
Day/Night light probescreate as many light setups for your scene
Day/Night light probescreate as many light setups for your sceneas you need
Day/Night light probescreate as many light setups for your scene as you needin our case for day and night light cycle
Day/Night light probescreate as many light setups for your scene as you needin our case for day and night light cycleeasy ...
Day/Night light probescreate as many light setups for your scene as you needin our case for day and night light cycleeasy ...
Day/Night light probescreate as many light setups for your scene as you needin our case for day and night light cycleeasy ...
Day/Night light probescreate as many light setups for your scene as you needin our case for day and night light cycleeasy ...
Day/Night light probescreate as many light setups for your scene as you needin our case for day and night light cycleeasy ...
Day/Night light probescreate as many light setups for your scene as you needin our case for day and night light cycleeasy ...
Texture compression trick
Texture compression trickcompression of smooth gradients can be tricky
Texture compression trickcompression of smooth gradients can be trickycan yield bad artifacts on details
Texture compression trickcompression of smooth gradients can be trickycan yield bad artifacts on detailsthe solution: Dith...
Texture compression trickcompression of smooth gradients can be trickycan yield bad artifacts on detailsthe solution: Dith...
Texture compression trickcompression of smooth gradients can be trickycan yield bad artifacts on detailsthe solution: Dith...
Texture compression trickcompression of smooth gradients can be trickycan yield bad artifacts on detailsthe solution: Dith...
Texture compression trick
Texture compression trickDithering can sometimes decrease visual artifacts
Texture compression trick              Dithering can sometimes decrease visual artifactsRGBA 16 bit  1 MB
Texture compression trick              Dithering can sometimes decrease visual artifactsRGBA 16 bit          RGBA 16 bit D...
Texture compression trick              Dithering can sometimes decrease visual artifactsRGBA 16 bit          RGBA 16 bit D...
Texture compression trick              Dithering can sometimes decrease visual artifactsRGBA 16 bit          RGBA 16 bit D...
Avoid alpha blending if possible
Avoid alpha blending if possibletransparent objects are quite heavy on iOS
Avoid alpha blending if possibletransparent objects are quite heavy on iOSshrink size of your transparent areas as possible
Avoid alpha blending if possibletransparent objects are quite heavy on iOSshrink size of your transparent areas as possibl...
Avoid alpha blending if possibletransparent objects are quite heavy on iOSshrink size of your transparent areas as possibl...
Avoid alpha blending if possible
Avoid alpha blending if possiblelarge transparent areas that are overlapping
Avoid alpha blending if possiblelarge transparent areas that are overlapping causes fill-rate problems in most mobile games.
Avoid alpha blending if possible
Avoid alpha blending if possibleThank you
Avoid alpha blending if possibleThank youdon’t hesitate to ask us any question
Avoid alpha blending if possibleThank youdon’t hesitate to ask us any questionand visit our website at www.siliconjelly.com
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
Unite2012 Click and Gun - Lighting workflow
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Unite2012 Click and Gun - Lighting workflow

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Unite 2012 Amsterdam.
Silicon Jelly presents Click and Gun.
http://www.clickandgun.com
Workflow process and optimization techniques.
Jaroslav Stehlik and Jakub kucera.

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  • Unite2012 Click and Gun - Lighting workflow

    1. 1. Lighting workflow
    2. 2. www.siliconjelly.com facebook.com/siliconjelly
    3. 3. Czech Indie game studio from Praguewww.siliconjelly.com facebook.com/siliconjelly
    4. 4. Czech Indie game studio from Prague working on 3 game titles parallelwww.siliconjelly.com facebook.com/siliconjelly
    5. 5. Czech Indie game studio from Prague working on 3 game titles parallel today, we want present Click and Gunwww.siliconjelly.com facebook.com/siliconjelly
    6. 6. Click and Gun / iOS universal
    7. 7. Click and Gun / iOS universalaction “tower defense” game
    8. 8. Click and Gun / iOS universalaction “tower defense” game2D / 3D visual representation
    9. 9. Click and Gun / iOS universalaction “tower defense” game2D / 3D visual representationunique visual style
    10. 10. Click and Gun / iOS universalaction “tower defense” game2D / 3D visual representationunique visual style22 different enemies
    11. 11. Click and Gun / iOS universalaction “tower defense” game2D / 3D visual representationunique visual style22 different enemies8 hand-drawn locations
    12. 12. Click and Gun / iOS universalaction “tower defense” game2D / 3D visual representationunique visual style22 different enemies8 hand-drawn locationsboss fights
    13. 13. Click and Gun / iOS universalaction “tower defense” game2D / 3D visual representationunique visual style22 different enemies8 hand-drawn locationsboss fights1 Binary for 3Gs, iPad also iPad Retina
    14. 14. Talk about...
    15. 15. Talk about...fast development in small team
    16. 16. Talk about...fast development in small teamrapid asset creation
    17. 17. Talk about...fast development in small teamrapid asset creationartwork conversion to 3D
    18. 18. Talk about...fast development in small teamrapid asset creationartwork conversion to 3Dstatic and dynamic batching
    19. 19. Talk about...fast development in small teamrapid asset creationartwork conversion to 3Dstatic and dynamic batchinglighting workflow - baking lights
    20. 20. Talk about...fast development in small teamrapid asset creationartwork conversion to 3Dstatic and dynamic batchinglighting workflow - baking lightsday / night light probes for moving objects
    21. 21. Talk about...fast development in small teamrapid asset creationartwork conversion to 3Dstatic and dynamic batchinglighting workflow - baking lightsday / night light probes for moving objectsGFX optimization tip & tricks
    22. 22. Small team / members
    23. 23. Small team / membersstarted with just 3 members
    24. 24. Small team / membersstarted with just 3 membersdeveloper - Jaroslav Stehlík @JaroslavStehlik
    25. 25. Small team / membersstarted with just 3 membersdeveloper - Jaroslav Stehlík @JaroslavStehlikillustrator - Jakub Kučera @Jakub_Kucera
    26. 26. Small team / membersstarted with just 3 membersdeveloper - Jaroslav Stehlík @JaroslavStehlikillustrator - Jakub Kučera @Jakub_Kuceraillustrator - Matěj Moravec
    27. 27. Small team / membersstarted with just 3 membersdeveloper - Jaroslav Stehlík @JaroslavStehlikillustrator - Jakub Kučera @Jakub_Kuceraillustrator - Matěj Moravecaudio - Sype Studios
    28. 28. Small team / membersstarted with just 3 membersdeveloper - Jaroslav Stehlík @JaroslavStehlikillustrator - Jakub Kučera @Jakub_Kuceraillustrator - Matěj Moravecaudio - Sype Studiosgrown to 7 members + 2 externes
    29. 29. Small team / plan everything
    30. 30. Small team / plan everythingplan everything from scratch
    31. 31. Small team / plan everythingplan everything from scratchprototype
    32. 32. Small team / plan everythingplan everything from scratchprototypetest game mechanics
    33. 33. Small team / plan everythingplan everything from scratchprototypetest game mechanicsbenchmark visuals
    34. 34. Small team / plan everythingplan everything from scratchprototypetest game mechanicsbenchmark visualsdo this before creating any content and
    35. 35. Small team / plan everythingplan everything from scratchprototypetest game mechanicsbenchmark visualsdo this before creating any content andyou will reduce the amount of time spentfinding right solutions during actualdevelopment
    36. 36. Static & dynamic batching
    37. 37. Static & dynamic batchingentire level is packed in 2 atlases
    38. 38. Static & dynamic batchingentire level is packed in 2 atlases1x 2k PVRTC 4bit for buildings and props
    39. 39. Static & dynamic batchingentire level is packed in 2 atlases1x 2k PVRTC 4bit for buildings and props1x 1k PVRTC 4bit for crisp ground
    40. 40. Static & dynamic batchingentire level is packed in 2 atlases1x 2k PVRTC 4bit for buildings and props1x 1k PVRTC 4bit for crisp ground2x FBX with baked vertex lighting “day/night”
    41. 41. Static & dynamic batchingentire level is packed in 2 atlases1x 2k PVRTC 4bit for buildings and props1x 1k PVRTC 4bit for crisp ground2x FBX with baked vertex lighting “day/night”1x 16bit 512x512 for HUD
    42. 42. Static & dynamic batchingentire level is packed in 2 atlases1x 2k PVRTC 4bit for buildings and props1x 1k PVRTC 4bit for crisp ground2x FBX with baked vertex lighting “day/night”1x 16bit 512x512 for HUD1x 512 PVRTC 2bit for main character
    43. 43. Static & dynamic batchingentire level is packed in 2 atlases1x 2k PVRTC 4bit for buildings and props1x 1k PVRTC 4bit for crisp ground2x FBX with baked vertex lighting “day/night”1x 16bit 512x512 for HUD1x 512 PVRTC 2bit for main characterwith all face animations
    44. 44. Static & dynamic batching
    45. 45. Static & dynamic batching2048 PVRTC 4bit for buildingsand props
    46. 46. Static & dynamic batching2048 PVRTC 4bit for buildings 512 PVRTC 2bit for main characterand props
    47. 47. Lighting workflow - baking
    48. 48. Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”
    49. 49. Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”precompute, fake everything
    50. 50. Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”precompute, fake everything“Beast” doesn’t support baking vertex colors :(
    51. 51. Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”precompute, fake everything“Beast” doesn’t support baking vertex colors :(use any 3D kit that supports vertex colors
    52. 52. Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”precompute, fake everything“Beast” doesn’t support baking vertex colors :(use any 3D kit that supports vertex colorsfake lights, even if the scene is fully painted
    53. 53. Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”precompute, fake everything“Beast” doesn’t support baking vertex colors :(use any 3D kit that supports vertex colorsfake lights, even if the scene is fully painteduse light probes for moving objects
    54. 54. Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”precompute, fake everything“Beast” doesn’t support baking vertex colors :(use any 3D kit that supports vertex colorsfake lights, even if the scene is fully painteduse light probes for moving objectswe haven’t used lightmaps, just vertex colors
    55. 55. Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”precompute, fake everything“Beast” doesn’t support baking vertex colors :(use any 3D kit that supports vertex colorsfake lights, even if the scene is fully painteduse light probes for moving objectswe haven’t used lightmaps, just vertex colorsand LightProbes
    56. 56. Lighting workflow - bakingdon’t use dynamic lights if possible! “Unity 3.5”precompute, fake everything“Beast” doesn’t support baking vertex colors :(use any 3D kit that supports vertex colorsfake lights, even if the scene is fully painteduse light probes for moving objectswe haven’t used lightmaps, just vertex colorsand LightProbescheap in terms of file size and memory footprint
    57. 57. Day/Night light probes
    58. 58. Day/Night light probescreate as many light setups for your scene
    59. 59. Day/Night light probescreate as many light setups for your sceneas you need
    60. 60. Day/Night light probescreate as many light setups for your scene as you needin our case for day and night light cycle
    61. 61. Day/Night light probescreate as many light setups for your scene as you needin our case for day and night light cycleeasy to change light probes data at runtime
    62. 62. Day/Night light probescreate as many light setups for your scene as you needin our case for day and night light cycleeasy to change light probes data at runtimepros: fast and cheap solution
    63. 63. Day/Night light probescreate as many light setups for your scene as you needin our case for day and night light cycleeasy to change light probes data at runtimepros: fast and cheap solutioncons: no light interpolation between these states
    64. 64. Day/Night light probescreate as many light setups for your scene as you needin our case for day and night light cycleeasy to change light probes data at runtimepros: fast and cheap solutioncons: no light interpolation between these statesuse screen transition, such as fade etc..
    65. 65. Day/Night light probescreate as many light setups for your scene as you needin our case for day and night light cycleeasy to change light probes data at runtimepros: fast and cheap solutioncons: no light interpolation between these statesuse screen transition, such as fade etc..while switching static geometry you need to
    66. 66. Day/Night light probescreate as many light setups for your scene as you needin our case for day and night light cycleeasy to change light probes data at runtimepros: fast and cheap solutioncons: no light interpolation between these statesuse screen transition, such as fade etc..while switching static geometry you need toapply static batcher at runtime.
    67. 67. Texture compression trick
    68. 68. Texture compression trickcompression of smooth gradients can be tricky
    69. 69. Texture compression trickcompression of smooth gradients can be trickycan yield bad artifacts on details
    70. 70. Texture compression trickcompression of smooth gradients can be trickycan yield bad artifacts on detailsthe solution: Dithering
    71. 71. Texture compression trickcompression of smooth gradients can be trickycan yield bad artifacts on detailsthe solution: Ditheringapply light noise in Photoshop
    72. 72. Texture compression trickcompression of smooth gradients can be trickycan yield bad artifacts on detailsthe solution: Ditheringapply light noise in Photoshopproduces smooth gradients and nice details
    73. 73. Texture compression trickcompression of smooth gradients can be trickycan yield bad artifacts on detailsthe solution: Ditheringapply light noise in Photoshopproduces smooth gradients and nice detailsbetter results, same file size
    74. 74. Texture compression trick
    75. 75. Texture compression trickDithering can sometimes decrease visual artifacts
    76. 76. Texture compression trick Dithering can sometimes decrease visual artifactsRGBA 16 bit 1 MB
    77. 77. Texture compression trick Dithering can sometimes decrease visual artifactsRGBA 16 bit RGBA 16 bit Dithered 1 MB 1 MB
    78. 78. Texture compression trick Dithering can sometimes decrease visual artifactsRGBA 16 bit RGBA 16 bit Dithered RGBA PVRTC4 Dithered 1 MB 1 MB 0.5 MB
    79. 79. Texture compression trick Dithering can sometimes decrease visual artifactsRGBA 16 bit RGBA 16 bit Dithered RGBA PVRTC4 Dithered RGBA PVRTC2 Dithered 1 MB 1 MB 0.5 MB 0.256 MB
    80. 80. Avoid alpha blending if possible
    81. 81. Avoid alpha blending if possibletransparent objects are quite heavy on iOS
    82. 82. Avoid alpha blending if possibletransparent objects are quite heavy on iOSshrink size of your transparent areas as possible
    83. 83. Avoid alpha blending if possibletransparent objects are quite heavy on iOSshrink size of your transparent areas as possiblehard edged objects can be solved with geometry
    84. 84. Avoid alpha blending if possibletransparent objects are quite heavy on iOSshrink size of your transparent areas as possiblehard edged objects can be solved with geometryPowerVR is best in pushing thousands of vertexesbut slow when it comes to alpha blending
    85. 85. Avoid alpha blending if possible
    86. 86. Avoid alpha blending if possiblelarge transparent areas that are overlapping
    87. 87. Avoid alpha blending if possiblelarge transparent areas that are overlapping causes fill-rate problems in most mobile games.
    88. 88. Avoid alpha blending if possible
    89. 89. Avoid alpha blending if possibleThank you
    90. 90. Avoid alpha blending if possibleThank youdon’t hesitate to ask us any question
    91. 91. Avoid alpha blending if possibleThank youdon’t hesitate to ask us any questionand visit our website at www.siliconjelly.com

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