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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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