Andrew Chaiko, Senior Unity Developer, Heyworks
We’ll look at textures’ use other than for texturing. We’ll see how textures can be used in shaders to create exciting and cheap VFXs.
The art of small steps, or how to make sound for games in conditions of war /...DevGAMM Conference
During a year of the war, our studio continues working and creating audio for video games. What helps us to stay productive and meet the deadlines under rocket attacks and blackouts? My short story is about choices and real steps which help us to adapt the mind and business to the new reality.
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...DevGAMM Conference
Are you tired of being in a stagnant relationship with your game's audio system? Our team felt the same way, so we broke up with FMOD and started seeing Metasounds instead. We had to navigate some challenges during the transition, but we built custom editor scripts to automate certain processes, and we found that while FMOD made it easier to design sounds and music, Unreal provides fewer bugs. And while both Unreal Audio and Metasounds have their quirks, we decided to take matters into our own hands and build our own custom tools and features to make the workflow as efficient as we can.. Our bumpy journey from transitioning to Unreal Audio is not without any problems, but we feel like we are on the right track. We have the flexibility to create the sounds we want and take our game's audio to new heights. So if you're ready to break free from your boring audio engine, join us as we share our story of breaking up with FMOD and embracing the wacky world of Metasounds.
Object-based audio improves spatial accuracy by assigning sounds as independent audio objects that can be precisely positioned in 3D space, rather than assigning them to fixed speaker channels. This allows for maximum spatial precision and flexibility to author once and have sounds adapt to different output configurations. Key benefits of object-based audio include improved spatial accuracy, leveraging of hardware capabilities through object rendering, and authoring once for all output configurations.
Why indie developers should consider hyper-casual right now / Igor Gurenyov (...DevGAMM Conference
This document discusses why indie game developers should consider developing hyper-casual games. It provides a brief history of hyper-casual games, noting their rise in popularity from 2013 onward. It argues that hyper-casual games are no longer just about mobile, as their mechanics can be adapted to other platforms. The document advises indies to start small, simplify control schemes, invest minimally in initial prototypes, and work with publishers to test concepts before fully developing games. It suggests reimagining existing hit games in hyper-casual form as a smart strategy for indies.
In this talk we'll cover the complexities of the AI/ML landscape and what that means for independent studios. We'll look at tools for image, text, video, and multimedia and how these tools could be used to help smaller studios stand out in a competitive landscape. We'll also explore the potential legal and ethical ramifications of utilizing these tools and provide a roadmap for how to navigate this tumultuous ocean of technology
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...DevGAMM Conference
Agile processes have been widely adopted in software development for over a decade, but their adoption in game development studios is relatively new. In this talk, Epam Management experts Ganna Ivanicheva and Boris Lesun will discuss the benefits of adopting Agile processes in game development studios, drawing from their expertise and industry research. They will also explore the similarities and differences between software and game development processes, and common pain points studios face. Additionally, the speakers will delve into the acceleration of game development processes due to the adoption of artificial intelligence (AI).
New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...DevGAMM Conference
This document discusses tools for public relations outreach in 2023, focusing on free and inexpensive AI and web-based options. It outlines the PR process of finding contacts, creating pitches, tracking responses, and scheduling demos. ChatGPT and Notion AI are recommended for writing, Hunter.io and Voila for contacts, Streak and Mailtrack for tracking, and Calendly and Otter.ai for scheduling and transcription. The document emphasizes using AI tools strategically and building relationships over marketing in PR.
Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...DevGAMM Conference
Explore the world of playable ads and their impact on mobile gaming advertising. In this presentation, I'll walk you through the pros and cons of playable ads, providing insight into how they perform and how they can be used to gain and retain users. I'll also walk you through the technical details of creating and testing playable ads, and provide tools and tips on how to maximize their impact.
The art of small steps, or how to make sound for games in conditions of war /...DevGAMM Conference
During a year of the war, our studio continues working and creating audio for video games. What helps us to stay productive and meet the deadlines under rocket attacks and blackouts? My short story is about choices and real steps which help us to adapt the mind and business to the new reality.
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...DevGAMM Conference
Are you tired of being in a stagnant relationship with your game's audio system? Our team felt the same way, so we broke up with FMOD and started seeing Metasounds instead. We had to navigate some challenges during the transition, but we built custom editor scripts to automate certain processes, and we found that while FMOD made it easier to design sounds and music, Unreal provides fewer bugs. And while both Unreal Audio and Metasounds have their quirks, we decided to take matters into our own hands and build our own custom tools and features to make the workflow as efficient as we can.. Our bumpy journey from transitioning to Unreal Audio is not without any problems, but we feel like we are on the right track. We have the flexibility to create the sounds we want and take our game's audio to new heights. So if you're ready to break free from your boring audio engine, join us as we share our story of breaking up with FMOD and embracing the wacky world of Metasounds.
Object-based audio improves spatial accuracy by assigning sounds as independent audio objects that can be precisely positioned in 3D space, rather than assigning them to fixed speaker channels. This allows for maximum spatial precision and flexibility to author once and have sounds adapt to different output configurations. Key benefits of object-based audio include improved spatial accuracy, leveraging of hardware capabilities through object rendering, and authoring once for all output configurations.
Why indie developers should consider hyper-casual right now / Igor Gurenyov (...DevGAMM Conference
This document discusses why indie game developers should consider developing hyper-casual games. It provides a brief history of hyper-casual games, noting their rise in popularity from 2013 onward. It argues that hyper-casual games are no longer just about mobile, as their mechanics can be adapted to other platforms. The document advises indies to start small, simplify control schemes, invest minimally in initial prototypes, and work with publishers to test concepts before fully developing games. It suggests reimagining existing hit games in hyper-casual form as a smart strategy for indies.
In this talk we'll cover the complexities of the AI/ML landscape and what that means for independent studios. We'll look at tools for image, text, video, and multimedia and how these tools could be used to help smaller studios stand out in a competitive landscape. We'll also explore the potential legal and ethical ramifications of utilizing these tools and provide a roadmap for how to navigate this tumultuous ocean of technology
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...DevGAMM Conference
Agile processes have been widely adopted in software development for over a decade, but their adoption in game development studios is relatively new. In this talk, Epam Management experts Ganna Ivanicheva and Boris Lesun will discuss the benefits of adopting Agile processes in game development studios, drawing from their expertise and industry research. They will also explore the similarities and differences between software and game development processes, and common pain points studios face. Additionally, the speakers will delve into the acceleration of game development processes due to the adoption of artificial intelligence (AI).
New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...DevGAMM Conference
This document discusses tools for public relations outreach in 2023, focusing on free and inexpensive AI and web-based options. It outlines the PR process of finding contacts, creating pitches, tracking responses, and scheduling demos. ChatGPT and Notion AI are recommended for writing, Hunter.io and Voila for contacts, Streak and Mailtrack for tracking, and Calendly and Otter.ai for scheduling and transcription. The document emphasizes using AI tools strategically and building relationships over marketing in PR.
Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...DevGAMM Conference
Explore the world of playable ads and their impact on mobile gaming advertising. In this presentation, I'll walk you through the pros and cons of playable ads, providing insight into how they perform and how they can be used to gain and retain users. I'll also walk you through the technical details of creating and testing playable ads, and provide tools and tips on how to maximize their impact.
Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...DevGAMM Conference
Does managing an art team differ from managing any other team?
This speech is based on personal experience in managing an art team. It is a story about forging and sustaining a healthy and trusting atmosphere that allows artistic growth. It is about a collaborative team culture, clear communication, professional development, and alignment with project goals.
Discover how focusing on these areas has allowed us to create a space where personal goals can help achieve the project goals.
From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)DevGAMM Conference
Join Jan Kuhlmann, Marketing Manager for Europe at Xsolla, as he shares his expertise on taking your game to new heights. Discover the power of incorporating payments and direct-to-consumer strategies, and learn how to effectively connect with players globally. With Xsolla's fully customizable solutions, you'll have the tools to tailor your game to your players' specific needs, resulting in increased revenue and profitability.
Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)DevGAMM Conference
While CPI is rising and monetization is getting harder, mobile developers explore ways to leverage the full potential of in-app purchases. This session uncovers how to stand the competition by maximizing your in-app revenue with LiveOps at any stage of the product. You will get practical steps and real-life case studies from Balancy’s work with mobile game studios.
Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...DevGAMM Conference
What will we talk about today? - What App Store Optimizationion - Main mistakes done in App Store Optimization - How to make ASO work for app succes - How to use keyword promotion in combination with ASO
How to increase wishlists & game sales from China? Growth marketing tactics &...DevGAMM Conference
Author draws from the experience of providing marketing services for 10 game development studios, the majority of which are PC developers. Presentation is divided into 3 parts: - Chinese social media & distribution platforms introduction - logic behind selected tactics - case study: games we worked on, actions taken & most effective practices
Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)DevGAMM Conference
This time Zindhu's CEO will share more about Turkish gaming industry and its numbers. The salary ranges in Turkey, turn-over ratios, most popular reasons of turn-over and Game Studio insights diversified by genre, size and their performance
Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...DevGAMM Conference
When scaling up creative production, one of the biggest headaches is ensuring consistent quality, managing a higher volume of iterations, onboarding and training new team members, and handling unexpected challenges. In this discussion, we will explore real-life case studies that provide strategies for streamlining the scaling process while prioritizing mental well-being and maintaining quality standards.
Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...DevGAMM Conference
Are you struggling with LiveOps and can't seem to figure out what's going wrong? You're not the only one. In this talk, Alexander Devyaterikov, a game producer at Belka Games, will dive into the seven most common reasons why LiveOps isn't working and provide practical solutions to overcome these challenges.
The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...DevGAMM Conference
In this talk, we'll explore the power of music collaborations and how they can help reach and engage gameindustries’ audience. With music and games being among the most popular entertainments among the youthful demographic, so they make a perfect match. We'll share real-life examples of how games are using music collabs to captivate players and drive success. From game soundtracks to in-game events, we'll show how to use music to connect with audience in meaningful ways and turn it into essential tool for every developer and publisher.
Branded Content: How to overcome players' immunity to advertising / Alex Brod...DevGAMM Conference
The document discusses the results of a study on the effects of exercise on memory and thinking abilities in older adults. The study found that regular exercise can help reduce the decline in thinking abilities that often occurs with age. Specifically, older adults who exercised regularly performed better on memory and thinking tests compared to those who did not exercise regularly.
Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...DevGAMM Conference
Discover the story behind the impressive remastering of Chasm: The Rift, originally developed by Ukrainian developer Action Forms. In this talk, we unravel the challenges of reverse engineering, asset restoration, and game mechanic reconstruction. Learn how our team breathed new life into this cult classic, overcoming the absence of the original source code to create a captivating modern gaming experience. Witness video game preservation in action, as we celebrate and cherish digital heritage.
How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...DevGAMM Conference
The document outlines plans for a Midnight Show event to showcase upcoming games in a cinematic format, similar to Apple events. Several projects are listed for announcement, including Codename Project T and Codename PDW U2 Feature Film Project. Production timelines are provided from Summer 2021 through June 2022. Reflections on a previous Midnight Show note some mistakes like small post-production issues, lack of marketing and empty trailers. However, it is deemed worthwhile and they plan to do it again in a better format. The document promotes the event as a cinematic showcase for games.
5 things I wish I knew before becoming a VFX Artist / Paulina Grigonis (Tuatara)DevGAMM Conference
The document provides advice for those wishing to become a VFX artist in 5 points:
1) It's normal to feel overwhelmed or have moments of self-doubt, so it's important not to waste time doubting yourself.
2) Pursuing a career in VFX takes significant time and patience to build experience and skills.
3) Listening to your instincts is essential to avoid settling for what doesn't feel right and to gain relevant experience quickly.
4) Don't stress over specific tools or techniques, as there are multiple ways to achieve the same results and skills develop over time.
5) It's okay to ask for help or advice from others in the field to help
Pitching with Killer Demos / Jaroslav Stacevič (Nordcurrent)DevGAMM Conference
A good publishing deal opens doors to the industry for many creators, indie studios, and aspiring developers, but capturing the interest of publishers often requires something truly exceptional.
Enter the game demo, your most powerful ally! It's often the first chance you have to impress publishers or investors with your creation. As an up-and-coming game developer, understanding the subtleties of crafting an engaging game demo is vital to grab attention and land that all-important publishing deal.
Join me in this talk to explore the essential components of creating a compelling game demo. We'll discuss how to construct a demo that not only captures interest but also conveys the essence of your game, highlights its distinctive features, and leaves a memorable impression on potential publishers. We'll also explore common pitfalls, discuss optimizing your demo to support your pitch deck, and look at examples of successful demo-driven pitches.
By the end of this session, you will gain a deeper understanding of the pitching process from a publisher's perspective and be better prepared to attract the attention of potential publishers.
How to Craft the Perfect Pitch / Nathan Sölbrandt ( Xsolla)DevGAMM Conference
Struggling with how to pitch your game? The Xsolla Funding Club has evaluated thousands of pitches. In this talk, we will demonstrate how to build a deck that avoids the most common mistakes, clearly articulates your vision, and gives your team the best chance of getting funded.
Making Games We Like aka Personal Biases in Game Design / Rok Mioč (Outfit7)DevGAMM Conference
All (or most) of us are human. Even game developers. And with that humanity we bring our own wants, likes, and biases to the games we create. Let's take a look at some of the ways this can negatively affect the design of games, how we might spot it sooner, and how we at Outfit7 try to negate the effects of personal biases in Game Design.
The document provides information about Microsoft's ID@Xbox program which enables independent game developers to publish digital games on Xbox platforms. It discusses the program's global digital distribution, access to the Xbox ecosystem, and support for developers including development tools, middleware support, cloud services on Azure, and marketing support through Game Pass. It also lists top mistakes for developers such as poor pricing strategy, lack of localization, ineffective marketing copy and trailers, not planning for discounts and launch properly, and weak box art design.
AI-Enhanced Game Development: Unleashing Creativity and Empowering Leaders / ...DevGAMM Conference
Discover how artificial intelligence is revolutionizing the game industry by providing magical tools that streamline workflows, foster creativity, and enable faster decision-making. Perfect for managers and team leads looking to harness the power of AI to elevate their team's capabilities.
I will talk about Generative AI and its applications to 2D art production in the gaming industry. We will explore the Stable Diffusion neural net and concepts such as Prompt Engineering, Image-to-Image, ControlNet, and Dreambooth and how they can enhance game development. Moreover, we will compare the pros and cons of Stable Diffusion with Midjourney. As a result, you will better understand the potential benefits of incorporating generative AI into your game development workflow.
Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...DevGAMM Conference
Does managing an art team differ from managing any other team?
This speech is based on personal experience in managing an art team. It is a story about forging and sustaining a healthy and trusting atmosphere that allows artistic growth. It is about a collaborative team culture, clear communication, professional development, and alignment with project goals.
Discover how focusing on these areas has allowed us to create a space where personal goals can help achieve the project goals.
From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)DevGAMM Conference
Join Jan Kuhlmann, Marketing Manager for Europe at Xsolla, as he shares his expertise on taking your game to new heights. Discover the power of incorporating payments and direct-to-consumer strategies, and learn how to effectively connect with players globally. With Xsolla's fully customizable solutions, you'll have the tools to tailor your game to your players' specific needs, resulting in increased revenue and profitability.
Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)DevGAMM Conference
While CPI is rising and monetization is getting harder, mobile developers explore ways to leverage the full potential of in-app purchases. This session uncovers how to stand the competition by maximizing your in-app revenue with LiveOps at any stage of the product. You will get practical steps and real-life case studies from Balancy’s work with mobile game studios.
Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...DevGAMM Conference
What will we talk about today? - What App Store Optimizationion - Main mistakes done in App Store Optimization - How to make ASO work for app succes - How to use keyword promotion in combination with ASO
How to increase wishlists & game sales from China? Growth marketing tactics &...DevGAMM Conference
Author draws from the experience of providing marketing services for 10 game development studios, the majority of which are PC developers. Presentation is divided into 3 parts: - Chinese social media & distribution platforms introduction - logic behind selected tactics - case study: games we worked on, actions taken & most effective practices
Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)DevGAMM Conference
This time Zindhu's CEO will share more about Turkish gaming industry and its numbers. The salary ranges in Turkey, turn-over ratios, most popular reasons of turn-over and Game Studio insights diversified by genre, size and their performance
Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...DevGAMM Conference
When scaling up creative production, one of the biggest headaches is ensuring consistent quality, managing a higher volume of iterations, onboarding and training new team members, and handling unexpected challenges. In this discussion, we will explore real-life case studies that provide strategies for streamlining the scaling process while prioritizing mental well-being and maintaining quality standards.
Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...DevGAMM Conference
Are you struggling with LiveOps and can't seem to figure out what's going wrong? You're not the only one. In this talk, Alexander Devyaterikov, a game producer at Belka Games, will dive into the seven most common reasons why LiveOps isn't working and provide practical solutions to overcome these challenges.
The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...DevGAMM Conference
In this talk, we'll explore the power of music collaborations and how they can help reach and engage gameindustries’ audience. With music and games being among the most popular entertainments among the youthful demographic, so they make a perfect match. We'll share real-life examples of how games are using music collabs to captivate players and drive success. From game soundtracks to in-game events, we'll show how to use music to connect with audience in meaningful ways and turn it into essential tool for every developer and publisher.
Branded Content: How to overcome players' immunity to advertising / Alex Brod...DevGAMM Conference
The document discusses the results of a study on the effects of exercise on memory and thinking abilities in older adults. The study found that regular exercise can help reduce the decline in thinking abilities that often occurs with age. Specifically, older adults who exercised regularly performed better on memory and thinking tests compared to those who did not exercise regularly.
Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...DevGAMM Conference
Discover the story behind the impressive remastering of Chasm: The Rift, originally developed by Ukrainian developer Action Forms. In this talk, we unravel the challenges of reverse engineering, asset restoration, and game mechanic reconstruction. Learn how our team breathed new life into this cult classic, overcoming the absence of the original source code to create a captivating modern gaming experience. Witness video game preservation in action, as we celebrate and cherish digital heritage.
How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...DevGAMM Conference
The document outlines plans for a Midnight Show event to showcase upcoming games in a cinematic format, similar to Apple events. Several projects are listed for announcement, including Codename Project T and Codename PDW U2 Feature Film Project. Production timelines are provided from Summer 2021 through June 2022. Reflections on a previous Midnight Show note some mistakes like small post-production issues, lack of marketing and empty trailers. However, it is deemed worthwhile and they plan to do it again in a better format. The document promotes the event as a cinematic showcase for games.
5 things I wish I knew before becoming a VFX Artist / Paulina Grigonis (Tuatara)DevGAMM Conference
The document provides advice for those wishing to become a VFX artist in 5 points:
1) It's normal to feel overwhelmed or have moments of self-doubt, so it's important not to waste time doubting yourself.
2) Pursuing a career in VFX takes significant time and patience to build experience and skills.
3) Listening to your instincts is essential to avoid settling for what doesn't feel right and to gain relevant experience quickly.
4) Don't stress over specific tools or techniques, as there are multiple ways to achieve the same results and skills develop over time.
5) It's okay to ask for help or advice from others in the field to help
Pitching with Killer Demos / Jaroslav Stacevič (Nordcurrent)DevGAMM Conference
A good publishing deal opens doors to the industry for many creators, indie studios, and aspiring developers, but capturing the interest of publishers often requires something truly exceptional.
Enter the game demo, your most powerful ally! It's often the first chance you have to impress publishers or investors with your creation. As an up-and-coming game developer, understanding the subtleties of crafting an engaging game demo is vital to grab attention and land that all-important publishing deal.
Join me in this talk to explore the essential components of creating a compelling game demo. We'll discuss how to construct a demo that not only captures interest but also conveys the essence of your game, highlights its distinctive features, and leaves a memorable impression on potential publishers. We'll also explore common pitfalls, discuss optimizing your demo to support your pitch deck, and look at examples of successful demo-driven pitches.
By the end of this session, you will gain a deeper understanding of the pitching process from a publisher's perspective and be better prepared to attract the attention of potential publishers.
How to Craft the Perfect Pitch / Nathan Sölbrandt ( Xsolla)DevGAMM Conference
Struggling with how to pitch your game? The Xsolla Funding Club has evaluated thousands of pitches. In this talk, we will demonstrate how to build a deck that avoids the most common mistakes, clearly articulates your vision, and gives your team the best chance of getting funded.
Making Games We Like aka Personal Biases in Game Design / Rok Mioč (Outfit7)DevGAMM Conference
All (or most) of us are human. Even game developers. And with that humanity we bring our own wants, likes, and biases to the games we create. Let's take a look at some of the ways this can negatively affect the design of games, how we might spot it sooner, and how we at Outfit7 try to negate the effects of personal biases in Game Design.
The document provides information about Microsoft's ID@Xbox program which enables independent game developers to publish digital games on Xbox platforms. It discusses the program's global digital distribution, access to the Xbox ecosystem, and support for developers including development tools, middleware support, cloud services on Azure, and marketing support through Game Pass. It also lists top mistakes for developers such as poor pricing strategy, lack of localization, ineffective marketing copy and trailers, not planning for discounts and launch properly, and weak box art design.
AI-Enhanced Game Development: Unleashing Creativity and Empowering Leaders / ...DevGAMM Conference
Discover how artificial intelligence is revolutionizing the game industry by providing magical tools that streamline workflows, foster creativity, and enable faster decision-making. Perfect for managers and team leads looking to harness the power of AI to elevate their team's capabilities.
I will talk about Generative AI and its applications to 2D art production in the gaming industry. We will explore the Stable Diffusion neural net and concepts such as Prompt Engineering, Image-to-Image, ControlNet, and Dreambooth and how they can enhance game development. Moreover, we will compare the pros and cons of Stable Diffusion with Midjourney. As a result, you will better understand the potential benefits of incorporating generative AI into your game development workflow.
Здравствуйте, меня зову Андрей Чайко, и я люблю шейдеры.
Мой доклад называется “Применение текстур не по назначению”. С помощью этого доклада мне бы хотелость, чтобы вы стали воспринимать текстуры не как что-то содержащее цвет - а как контейнер для данных. А как использовать эти данные - решать уже вам. Понимание этой концепции открывает перед вами безграничные возможности!
Но для начала вопрос - кто среди здесь присутствующих хочет немного уличной магии, в смысле, писал шейдеры для своих проектов? Хорошо, я думал будет хуже. Те кто поднял руку - молодцы, вы на правильном пути. Кто нет - надеюсь мой доклад поможет вам понять что в шейдерах нет ничего срашного и неподьемного, и осознать полезность их написания.
Лично я при разработке стараюсь придерживаться правила - если что-то можно посчитать на GPU - то нужно делать это на GPU. Смысл в том, чтобы разгрузить ваш центральный процессор, перенеся часть вычислений на видеокарту, и оставить больше времени для выполнения скриптов. Итак, начнем.
Первый, так сказать, “тип” текстуры, который может быть нам полезен - это градиент. В математике это слово имеет значение, определяющее градиент как нейкий вектор или направление возрастания какой-то величины. В этом смысле мы можем использовать градиенты, например,
...для реализации прогрессбаров. Вот такой простейший прогрессбар можно сделать с помощью градиентной текстуры и небольшого шейдера.
Как это работает?
Очень просто. Но сперва, давайте абстрагируемся от того, что мы видим на экране. Забудьте, что это цвета от черного к белому. Для компьютера это в первую очередь последовательность чисел от 0 до 255. Именно это мы используем, чтобы сделать прогрессбар. При отрисовке каждого пикселя этого полигона мы будем сравнивать цвет, семплированный с текстуры градиента с текущим значением прогресса, который мы передаем в шейдер, и рисовать только те пиксели, значение цвета которых меньше. Делается это таким вот шейдером. Сначала получаем цвет пикселя, который мы собираемся нарисовать. Так как все компоненты в черно-белой текстуре одинаковы, берем из него любой компонент, в нашем случае - красный, и с помощью функции step сравниваем его с текущим значением прогресса. Эта функция работает следующим образом - если первый параметр меньше второго, она вернет единици, и ноль - если наоборот. Умножаем полученное число на цвет - и получаем заливку прогрессбара нужного цвета.
В предыдущем примере нам понадобился только один канал из целой RGB текстуры. Так зачем зря терять пространство? В следующем примере мы будем более хозяйственными,
и используем сразу два канала. Этот шейдер работает так же как и предыдущий, лишь с той разницей, что в R канале мы будем держать маску, определяющую форму нашего прогрессбара, а в G канале - градиент, который в этом случае имеет круговую заливку. Снова умножаем на цвет и вуаля - прогрессбар уже выглядит интереснее.
Но зачем себя ограничивать простыми формами? Подумал наш художник и сделал на основе этого шейдера эффект появляющегося дерева. Шейдер здесь также несложный, и отличается от предыдущего тем, что я добавил параметр с не очень удачным названием _AnimWidth, который обозначает ширину области затухания, благодаря которой листья на дереве не появляются попиксельно из-за ступенчатой функции step из предыдущего примера, а проявляются плавно. Помимо этого, градиент нарисован таким образом, чтобы листья появлялись заметно позднее веток.
Уверен, что области применения этого шейдера ограничиваются лишь фантазией художника.
Шум есть не что иное, как градиент, только более сложной формы. И благодаря ему на прогрессбар может быть например
Таким. Ну, может это уже и не прогрессбар - вам решать. Например, с похожим эффектом пропадали мертвые враги в DOOM3.
Как это работает? Немного сложнее, но все еще без какой-либо магии.
Этот шейдер работает по тому же принципу, но имеет несколько отличий. Здесь нам помимо текстуры с шумом понадобится основная (еще говорят диффузная) текстура. Уровень level, который мы будем сравнивать со значением прогресса, мы как и в предыдущих примерах берем из красного канала текстуры шума, но здесь, вместо простого плавноого затухания в прозрачность, мы дважды будем интерполировать цвет. Для наглядности я настроил градиент, чтобы проще было понять что происходит. Сначала мы интерполируемся от диффузного цвета, который на градиенте показан зеленым, к холодному, в этом примере черному. А затем от холодного к горячему, который здесь красный. Остальные пиксели, как и в предыдущих примерах - прозрачные. Обратите внимание на 3 и четвертую строчки с конца - там происходит интерполяция. Заметьте, что значение интерполяции я взял в квадрат. Это не тяжелая для GPU функция, но она позволяет уйти от линейности. А человеческий глаз очень хорошо замечает все линейное и симметричное - ведь его мало в реальном мире. Так что и вы старайтесь этого избегать, чтобы ваши игры казались более живыми.
Look Up текстура. Опять градиенты, скажете вы. И будете правы, но лишь отчасти. Призвание Look Up текстуры - ускорить вычисления, путем запечения в нее предрассчитанной информации.
Здесь, к примеру, мне нужно было подсвечивать определенные участки растения по синусоиде. Да, можно было просто взять и использовать функцию синуса. Но эта функция достаточно медленная, да и используя текстуру у меня появилась возможность добавить вариативности в виде шума.
Советую обратить внимание на альфа канал главной текстуры. Здесь альфа - это не прозрачность, а мультипликатор свечения. В этом канале художник рисует участки, которые светятся белым, а те что нет - черным.
Еще один пример использования лукап текстуры, который уже выходит за рамки градиентов. Посмотрите на текстуру слева. Здесь мы пошли дальше, и запекли внешний вид целого материала. Работает это следующим образом.
Например, нам нужно найти цвет, с которым нужно нарисовать эту точку. Зная направление нормали меша, мы можем определить угол между этой нормалью и плоскостью камеры, а значит и координаты пикселя лукап текстуры, который нужно получить. Этот прием позволяет симулировать поверхности со сложным поведением света, честное вычисление которых заняло бы много ресурсов. Но без жертв не обойтись - так как материал запекается для определенного положения обьекта в пространстве, то и камера в вашей игре не должна вращаться. За то маткап шейдера - одни из самых быстрых, и для мобильной игры это отличный способ получить классную графику.
Идем дальше. Искажение ЮВ.
Этот прием я подсмотрел в классном блоге Саймона Трамплера, который работает FX артистом. В своем блоге он занимается реверс инженерингом эффектов из различных игр, а так же рассказывает про свои разработки. Там вы можете прочитать о том, как был реализован флаг Шариф Индастриз из DeusEx. К его работам Саймона мы еще вернемся.
Так вот эффект раскачивающейся по ветру материи я использовал для создания эффекта огня для выделения редких предметов в игре The Troopers.
Идея в том, чтобы брать с текстуры шума амплитуду смещения UV. Если при этом двигать по диагонали саму UV текстуры шума, появится эффект волнистого искажения.
Делается это следующим шейдером. Обратите внимание, что в структуру с вертексными данными добавилось поле для еще одной UV координаты, сделано это потому, что главная текстура статична, а UV текстуры шума постоянно смещается. Далее, в зависимости от времени, вычисляем смещение текстуры шума, делается это в вертексном шейдере - так быстрее, ведь вертексов на экране в сотни раз меньше, чем фрагментов. Во фрагментном шейдере берутся занчения амплитуды смещения из текстуры шума и применяются к UV главной текстуры. Просто и красиво. А главное - быстро.
Похожий прием был использован для создания эффекта воды в The Troopers. К сожалению, эта локация не вошла в релизную версию, но оценить работу шейдера можно на видео.
Здесь используется то же смещение UV координат, но дабы усилить эффект обтекания камней водой, художник сделал сетку определенной формы. В дополнение к основной текстуре в экранных координатах накладывается тайлящаяся текстура облаков. К ней так же применяется искажение одновременно с движением ее по экрану. В вертексном шейдере мы по синусоиде немного шевелим вертексы, можем менять прозрачность и степень отражения. В зависимости от угла наклона относительно камеры меняется степень прозрачности воды.
Поскольку этот шейдер практически аналогичен предыдущему по принципу действия, я покажу только вертексную его часть, в которой вычисляются УВ координаты для текстуры отражения. Берутся они из координат вершин в пространстве камеры, таким образом облака как бы “проецируются” на меш. По похожему принципу работают всякие ScreenSpaceReflections.
Следующий эффект, который Саймон описывает в своем блоге, это двухмерный эффект огня. Это то же искажение UV, но большей силы. Здесь используются две текстуры. В первой текстуре в R и G каналах лежат маски, показывающие распределение двух цветов, в данном случае оранжевого и желтого по спрайту. B канал содержит мультипликатор для амплитуды искажения и не дает огню отрываться от нижней границы спрайта. В альфа канале содержится маска прозрачности, формирующая затухание языков пламени.
Вторая текстура содержит в первых двух каналах множители амплитуды UV искажений, которые смещаются вверх относительно спрайта с разными скоростями, для того чтобы минимизировать повторяемость анимации. Если быть честным, шейдер который вы здесь видите я набросал на скорую руку, и не делал разных скоростей для R и G каналов, иначе пришлось бы лишний раз проводить семплирование текстуры, потому цикличность огня так сильна заметна. А последний, B канал, содержит текстуру с партиклами, которая вместе с остальными каналами так же смещается вверх. Просто для красоты.
Еще один эффект, из последней записи блога Саймона, который меня очень впечатлил - эффект дыма от сигареты. По сути он не отличается от того что вы видели ранее, однако здесь искажение с помощью текстуры шума применяется не к UV развертке, а непосредственно к вершинам меша в вертексном шейдере. Подробно об этом эффекте так же можете почитать в блоге, но есть пара моментов, о которых стоит упомянуть отдельно. Во первых, семплирование текстуры в вертексном шейдере немного отличает от фрагментного. Дело в том, что на этом этапе мы не знаем из какой мипмапы брать значение цвета, и должны указать это шейдеру вручную. Делается это в функции tex2Dlod. Она принимает вектор, первые две компоненты которого - UV координаты, третья не используется, а в четвертой - уровень детализации. Во-вторых, если вы присмотритесь внимательно, то увидите, что вершины двигаются и вверх и вниз. Сделано это благодаря тому, что значения, взятые с текстуры шума, из диапазона от 0 до 1 были приведены к диапазону от -1 до 1 следуюшим методом.
В том же посте в увидите еще более интересное применение тестуры - для хранения позиций вертексов в разные моменты времени, для возможности перемотки эффекта в обратном направлении. Саймон в текстуру вместо значений цвета записывает значения смещений вертексов в каждый момент времени, а затем читает текстуру как пластинку, воспроизводя эффект в любом направлении. Что еще раз доказывает, что в текстуру можно затолкать абсолютно любые данные.
Как например - карта повреждений. Скажу сразу - это лишь мои предположения, но если бы меня попросили сделать повреждения чего-либо в 2D игре - я подумал бы именно в эту сторону. Так вот, рискую предположить, что в этой игре Earn to die, используется текстура, каждый пиксель которой хранит вектор направления удара, и его амплитуду. В изначально черную текстуру я бы записывал значения направления удара в виде небольших крадиентных пятен, и в шейдере вычитывал эти значения и смещал пиксели в определенном направлении. К слову, тот же World of Tanks в текстуре хранит толщину металла, из которой высчитывается пробиваемость машины в определенных местах. Могу быть не прав, но я такое слышал :)
В любом случае, применение текстур ограничивается лишь вашей фантазией и умениями, надеюсь только что вы будете делиться вашими наработками с сообществом. На этом у меня все, спасибо за внимание!