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Lighting workflow
www.siliconjelly.com   facebook.com/siliconjelly
Czech Indie game studio from Prague




www.siliconjelly.com                   facebook.com/siliconjelly
Czech Indie game studio from Prague
            working on 3 game titles parallel




www.siliconjelly.com                   facebook.com/siliconjelly
Czech Indie game studio from Prague
            working on 3 game titles parallel
            today, we want present Click and Gun




www.siliconjelly.com                    facebook.com/siliconjelly
Click and Gun / iOS universal
Click and Gun / iOS universal



action “tower defense” game
Click and Gun / iOS universal



action “tower defense” game
2D / 3D visual representation
Click and Gun / iOS universal



action “tower defense” game
2D / 3D visual representation
unique visual style
Click and Gun / iOS universal



action “tower defense” game
2D / 3D visual representation
unique visual style
22 different enemies
Click and Gun / iOS universal



action “tower defense” game
2D / 3D visual representation
unique visual style
22 different enemies
8 hand-drawn locations
Click and Gun / iOS universal



action “tower defense” game
2D / 3D visual representation
unique visual style
22 different enemies
8 hand-drawn locations
boss fights
Click and Gun / iOS universal



action “tower defense” game
2D / 3D visual representation
unique visual style
22 different enemies
8 hand-drawn locations
boss fights

1 Binary for 3Gs, iPad also iPad Retina
Talk about...
Talk about...



fast development in small team
Talk about...



fast development in small team


rapid asset creation
Talk about...



fast development in small team


rapid asset creation
artwork conversion to 3D
Talk about...



fast development in small team


rapid asset creation
artwork conversion to 3D

static and dynamic batching
Talk about...



fast development in small team


rapid asset creation
artwork conversion to 3D

static and dynamic batching
lighting workflow - baking lights
Talk about...



fast development in small team


rapid asset creation
artwork conversion to 3D

static and dynamic batching
lighting workflow - baking lights
day / night light probes for moving objects
Talk about...



fast development in small team


rapid asset creation
artwork conversion to 3D

static and dynamic batching
lighting workflow - baking lights
day / night light probes for moving objects
GFX optimization tip & tricks
Small team / members
Small team / members



started with just 3 members
Small team / members



started with just 3 members


developer - Jaroslav Stehlík @JaroslavStehlik
Small team / members



started with just 3 members


developer - Jaroslav Stehlík @JaroslavStehlik
illustrator - Jakub Kučera @Jakub_Kucera
Small team / members



started with just 3 members


developer - Jaroslav Stehlík @JaroslavStehlik
illustrator - Jakub Kučera @Jakub_Kucera
illustrator - Matěj Moravec
Small team / members



started with just 3 members


developer - Jaroslav Stehlík @JaroslavStehlik
illustrator - Jakub Kučera @Jakub_Kucera
illustrator - Matěj Moravec

audio - Sype Studios
Small team / members



started with just 3 members


developer - Jaroslav Stehlík @JaroslavStehlik
illustrator - Jakub Kučera @Jakub_Kucera
illustrator - Matěj Moravec

audio - Sype Studios

grown to 7 members + 2 externes
Small team / plan everything
Small team / plan everything



plan everything from scratch
Small team / plan everything



plan everything from scratch
prototype
Small team / plan everything



plan everything from scratch
prototype
test game mechanics
Small team / plan everything



plan everything from scratch
prototype
test game mechanics
benchmark visuals
Small team / plan everything



plan everything from scratch
prototype
test game mechanics
benchmark visuals

do this before creating any content and
Small team / plan everything



plan everything from scratch
prototype
test game mechanics
benchmark visuals

do this before creating any content and
you will reduce the amount of time spent
finding right solutions during actual
development
Static & dynamic batching
Static & dynamic batching



entire level is packed in 2 atlases
Static & dynamic batching



entire level is packed in 2 atlases
1x 2k PVRTC 4bit for buildings and props
Static & dynamic batching



entire level is packed in 2 atlases
1x 2k PVRTC 4bit for buildings and props
1x 1k PVRTC 4bit for crisp ground
Static & dynamic batching



entire level is packed in 2 atlases
1x 2k PVRTC 4bit for buildings and props
1x 1k PVRTC 4bit for crisp ground

2x FBX with baked vertex lighting “day/night”
Static & dynamic batching



entire level is packed in 2 atlases
1x 2k PVRTC 4bit for buildings and props
1x 1k PVRTC 4bit for crisp ground

2x FBX with baked vertex lighting “day/night”

1x 16bit 512x512 for HUD
Static & dynamic batching



entire level is packed in 2 atlases
1x 2k PVRTC 4bit for buildings and props
1x 1k PVRTC 4bit for crisp ground

2x FBX with baked vertex lighting “day/night”

1x 16bit 512x512 for HUD
1x 512 PVRTC 2bit for main character
Static & dynamic batching



entire level is packed in 2 atlases
1x 2k PVRTC 4bit for buildings and props
1x 1k PVRTC 4bit for crisp ground

2x FBX with baked vertex lighting “day/night”

1x 16bit 512x512 for HUD
1x 512 PVRTC 2bit for main character
with all face animations
Static & dynamic batching
Static & dynamic batching




2048 PVRTC 4bit for buildings
and props
Static & dynamic batching




2048 PVRTC 4bit for buildings   512 PVRTC 2bit for main character
and props
Lighting workflow - baking
Lighting workflow - baking


don’t use dynamic lights if possible! “Unity 3.5”
Lighting workflow - baking


don’t use dynamic lights if possible! “Unity 3.5”
precompute, fake everything
Lighting workflow - baking


don’t use dynamic lights if possible! “Unity 3.5”
precompute, fake everything

“Beast” doesn’t support baking vertex colors :(
Lighting workflow - baking


don’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
Lighting workflow - baking


don’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
fake lights, even if the scene is fully painted
Lighting workflow - baking


don’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
fake lights, even if the scene is fully painted
use light probes for moving objects
Lighting workflow - baking


don’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
fake lights, even if the scene is fully painted
use light probes for moving objects

we haven’t used lightmaps, just vertex colors
Lighting workflow - baking


don’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
fake lights, even if the scene is fully painted
use light probes for moving objects

we haven’t used lightmaps, just vertex colors
and LightProbes
Lighting workflow - baking


don’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
fake lights, even if the scene is fully painted
use light probes for moving objects

we haven’t used lightmaps, just vertex colors
and LightProbes
cheap in terms of file size and memory footprint
Day/Night light probes
Day/Night light probes


create as many light setups for your scene
Day/Night light probes


create as many light setups for your scene
as you need
Day/Night light probes


create as many light setups for your scene
 as you need
in our case for day and night light cycle
Day/Night light probes


create as many light setups for your scene
 as you need
in our case for day and night light cycle
easy to change light probes data at runtime
Day/Night light probes


create as many light setups for your scene
 as you need
in our case for day and night light cycle
easy to change light probes data at runtime

pros: fast and cheap solution
Day/Night light probes


create as many light setups for your scene
 as you need
in our case for day and night light cycle
easy to change light probes data at runtime

pros: fast and cheap solution
cons: no light interpolation between these states
Day/Night light probes


create as many light setups for your scene
 as you need
in our case for day and night light cycle
easy to change light probes data at runtime

pros: fast and cheap solution
cons: no light interpolation between these states

use screen transition, such as fade etc..
Day/Night light probes


create as many light setups for your scene
 as you need
in our case for day and night light cycle
easy to change light probes data at runtime

pros: fast and cheap solution
cons: no light interpolation between these states

use screen transition, such as fade etc..
while switching static geometry you need to
Day/Night light probes


create as many light setups for your scene
 as you need
in our case for day and night light cycle
easy to change light probes data at runtime

pros: fast and cheap solution
cons: no light interpolation between these states

use screen transition, such as fade etc..
while switching static geometry you need to
apply static batcher at runtime.
Texture compression trick
Texture compression trick




compression of smooth gradients can be tricky
Texture compression trick




compression of smooth gradients can be tricky
can yield bad artifacts on details
Texture compression trick




compression of smooth gradients can be tricky
can yield bad artifacts on details

the solution: Dithering
Texture compression trick




compression of smooth gradients can be tricky
can yield bad artifacts on details

the solution: Dithering
apply light noise in Photoshop
Texture compression trick




compression of smooth gradients can be tricky
can yield bad artifacts on details

the solution: Dithering
apply light noise in Photoshop
produces smooth gradients and nice details
Texture compression trick




compression of smooth gradients can be tricky
can yield bad artifacts on details

the solution: Dithering
apply light noise in Photoshop
produces smooth gradients and nice details
better results, same file size
Texture compression trick
Texture compression trick



Dithering can sometimes decrease visual artifacts
Texture compression trick



              Dithering can sometimes decrease visual artifacts




RGBA 16 bit
  1 MB
Texture compression trick



              Dithering can sometimes decrease visual artifacts




RGBA 16 bit          RGBA 16 bit Dithered
  1 MB                     1 MB
Texture compression trick



              Dithering can sometimes decrease visual artifacts




RGBA 16 bit          RGBA 16 bit Dithered   RGBA PVRTC4 Dithered
  1 MB                     1 MB                    0.5 MB
Texture compression trick



              Dithering can sometimes decrease visual artifacts




RGBA 16 bit          RGBA 16 bit Dithered   RGBA PVRTC4 Dithered   RGBA PVRTC2 Dithered
  1 MB                     1 MB                    0.5 MB               0.256 MB
Avoid alpha blending if possible
Avoid alpha blending if possible




transparent objects are quite heavy on iOS
Avoid alpha blending if possible




transparent objects are quite heavy on iOS
shrink size of your transparent areas as possible
Avoid alpha blending if possible




transparent objects are quite heavy on iOS
shrink size of your transparent areas as possible
hard edged objects can be solved with geometry
Avoid alpha blending if possible




transparent objects are quite heavy on iOS
shrink size of your transparent areas as possible
hard edged objects can be solved with geometry
PowerVR is best in pushing thousands of vertexes
but slow when it comes to alpha blending
Avoid alpha blending if possible
Avoid alpha blending if possible




large transparent areas that are overlapping
Avoid alpha blending if possible




large transparent areas that are overlapping
 causes fill-rate problems in most mobile games.
Avoid alpha blending if possible
Avoid alpha blending if possible




Thank you
Avoid alpha blending if possible




Thank you

don’t hesitate to ask us any question
Avoid alpha blending if possible




Thank you

don’t hesitate to ask us any question
and visit our website at www.siliconjelly.com

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Unite2012 Click and Gun - Lighting workflow

  • 2. www.siliconjelly.com facebook.com/siliconjelly
  • 3. Czech Indie game studio from Prague www.siliconjelly.com facebook.com/siliconjelly
  • 4. Czech Indie game studio from Prague working on 3 game titles parallel www.siliconjelly.com facebook.com/siliconjelly
  • 5. Czech Indie game studio from Prague working on 3 game titles parallel today, we want present Click and Gun www.siliconjelly.com facebook.com/siliconjelly
  • 6.
  • 7. Click and Gun / iOS universal
  • 8. Click and Gun / iOS universal action “tower defense” game
  • 9. Click and Gun / iOS universal action “tower defense” game 2D / 3D visual representation
  • 10. Click and Gun / iOS universal action “tower defense” game 2D / 3D visual representation unique visual style
  • 11. Click and Gun / iOS universal action “tower defense” game 2D / 3D visual representation unique visual style 22 different enemies
  • 12. Click and Gun / iOS universal action “tower defense” game 2D / 3D visual representation unique visual style 22 different enemies 8 hand-drawn locations
  • 13. Click and Gun / iOS universal action “tower defense” game 2D / 3D visual representation unique visual style 22 different enemies 8 hand-drawn locations boss fights
  • 14. Click and Gun / iOS universal action “tower defense” game 2D / 3D visual representation unique visual style 22 different enemies 8 hand-drawn locations boss fights 1 Binary for 3Gs, iPad also iPad Retina
  • 17. Talk about... fast development in small team rapid asset creation
  • 18. Talk about... fast development in small team rapid asset creation artwork conversion to 3D
  • 19. Talk about... fast development in small team rapid asset creation artwork conversion to 3D static and dynamic batching
  • 20. Talk about... fast development in small team rapid asset creation artwork conversion to 3D static and dynamic batching lighting workflow - baking lights
  • 21. Talk about... fast development in small team rapid asset creation artwork conversion to 3D static and dynamic batching lighting workflow - baking lights day / night light probes for moving objects
  • 22. Talk about... fast development in small team rapid asset creation artwork conversion to 3D static and dynamic batching lighting workflow - baking lights day / night light probes for moving objects GFX optimization tip & tricks
  • 23. Small team / members
  • 24. Small team / members started with just 3 members
  • 25. Small team / members started with just 3 members developer - Jaroslav Stehlík @JaroslavStehlik
  • 26. Small team / members started with just 3 members developer - Jaroslav Stehlík @JaroslavStehlik illustrator - Jakub Kučera @Jakub_Kucera
  • 27. Small team / members started with just 3 members developer - Jaroslav Stehlík @JaroslavStehlik illustrator - Jakub Kučera @Jakub_Kucera illustrator - Matěj Moravec
  • 28. Small team / members started with just 3 members developer - Jaroslav Stehlík @JaroslavStehlik illustrator - Jakub Kučera @Jakub_Kucera illustrator - Matěj Moravec audio - Sype Studios
  • 29. Small team / members started with just 3 members developer - Jaroslav Stehlík @JaroslavStehlik illustrator - Jakub Kučera @Jakub_Kucera illustrator - Matěj Moravec audio - Sype Studios grown to 7 members + 2 externes
  • 30. Small team / plan everything
  • 31. Small team / plan everything plan everything from scratch
  • 32. Small team / plan everything plan everything from scratch prototype
  • 33. Small team / plan everything plan everything from scratch prototype test game mechanics
  • 34. Small team / plan everything plan everything from scratch prototype test game mechanics benchmark visuals
  • 35. Small team / plan everything plan everything from scratch prototype test game mechanics benchmark visuals do this before creating any content and
  • 36. Small team / plan everything plan everything from scratch prototype test game mechanics benchmark visuals do this before creating any content and you will reduce the amount of time spent finding right solutions during actual development
  • 37.
  • 38.
  • 39.
  • 40.
  • 41.
  • 42.
  • 43.
  • 44.
  • 45.
  • 46.
  • 47.
  • 48.
  • 49.
  • 50.
  • 51.
  • 52.
  • 53.
  • 54. Static & dynamic batching
  • 55. Static & dynamic batching entire level is packed in 2 atlases
  • 56. Static & dynamic batching entire level is packed in 2 atlases 1x 2k PVRTC 4bit for buildings and props
  • 57. Static & dynamic batching entire level is packed in 2 atlases 1x 2k PVRTC 4bit for buildings and props 1x 1k PVRTC 4bit for crisp ground
  • 58. Static & dynamic batching entire level is packed in 2 atlases 1x 2k PVRTC 4bit for buildings and props 1x 1k PVRTC 4bit for crisp ground 2x FBX with baked vertex lighting “day/night”
  • 59. Static & dynamic batching entire level is packed in 2 atlases 1x 2k PVRTC 4bit for buildings and props 1x 1k PVRTC 4bit for crisp ground 2x FBX with baked vertex lighting “day/night” 1x 16bit 512x512 for HUD
  • 60. Static & dynamic batching entire level is packed in 2 atlases 1x 2k PVRTC 4bit for buildings and props 1x 1k PVRTC 4bit for crisp ground 2x FBX with baked vertex lighting “day/night” 1x 16bit 512x512 for HUD 1x 512 PVRTC 2bit for main character
  • 61. Static & dynamic batching entire level is packed in 2 atlases 1x 2k PVRTC 4bit for buildings and props 1x 1k PVRTC 4bit for crisp ground 2x FBX with baked vertex lighting “day/night” 1x 16bit 512x512 for HUD 1x 512 PVRTC 2bit for main character with all face animations
  • 62. Static & dynamic batching
  • 63. Static & dynamic batching 2048 PVRTC 4bit for buildings and props
  • 64. Static & dynamic batching 2048 PVRTC 4bit for buildings 512 PVRTC 2bit for main character and props
  • 66. Lighting workflow - baking don’t use dynamic lights if possible! “Unity 3.5”
  • 67. Lighting workflow - baking don’t use dynamic lights if possible! “Unity 3.5” precompute, fake everything
  • 68. Lighting workflow - baking don’t use dynamic lights if possible! “Unity 3.5” precompute, fake everything “Beast” doesn’t support baking vertex colors :(
  • 69. Lighting workflow - baking don’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
  • 70. Lighting workflow - baking don’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 fake lights, even if the scene is fully painted
  • 71. Lighting workflow - baking don’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 fake lights, even if the scene is fully painted use light probes for moving objects
  • 72. Lighting workflow - baking don’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 fake lights, even if the scene is fully painted use light probes for moving objects we haven’t used lightmaps, just vertex colors
  • 73. Lighting workflow - baking don’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 fake lights, even if the scene is fully painted use light probes for moving objects we haven’t used lightmaps, just vertex colors and LightProbes
  • 74. Lighting workflow - baking don’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 fake lights, even if the scene is fully painted use light probes for moving objects we haven’t used lightmaps, just vertex colors and LightProbes cheap in terms of file size and memory footprint
  • 76. Day/Night light probes create as many light setups for your scene
  • 77. Day/Night light probes create as many light setups for your scene as you need
  • 78. Day/Night light probes create as many light setups for your scene as you need in our case for day and night light cycle
  • 79. Day/Night light probes create as many light setups for your scene as you need in our case for day and night light cycle easy to change light probes data at runtime
  • 80. Day/Night light probes create as many light setups for your scene as you need in our case for day and night light cycle easy to change light probes data at runtime pros: fast and cheap solution
  • 81. Day/Night light probes create as many light setups for your scene as you need in our case for day and night light cycle easy to change light probes data at runtime pros: fast and cheap solution cons: no light interpolation between these states
  • 82. Day/Night light probes create as many light setups for your scene as you need in our case for day and night light cycle easy to change light probes data at runtime pros: fast and cheap solution cons: no light interpolation between these states use screen transition, such as fade etc..
  • 83. Day/Night light probes create as many light setups for your scene as you need in our case for day and night light cycle easy to change light probes data at runtime pros: fast and cheap solution cons: no light interpolation between these states use screen transition, such as fade etc.. while switching static geometry you need to
  • 84. Day/Night light probes create as many light setups for your scene as you need in our case for day and night light cycle easy to change light probes data at runtime pros: fast and cheap solution cons: no light interpolation between these states use screen transition, such as fade etc.. while switching static geometry you need to apply static batcher at runtime.
  • 85.
  • 87. Texture compression trick compression of smooth gradients can be tricky
  • 88. Texture compression trick compression of smooth gradients can be tricky can yield bad artifacts on details
  • 89. Texture compression trick compression of smooth gradients can be tricky can yield bad artifacts on details the solution: Dithering
  • 90. Texture compression trick compression of smooth gradients can be tricky can yield bad artifacts on details the solution: Dithering apply light noise in Photoshop
  • 91. Texture compression trick compression of smooth gradients can be tricky can yield bad artifacts on details the solution: Dithering apply light noise in Photoshop produces smooth gradients and nice details
  • 92. Texture compression trick compression of smooth gradients can be tricky can yield bad artifacts on details the solution: Dithering apply light noise in Photoshop produces smooth gradients and nice details better results, same file size
  • 94. Texture compression trick Dithering can sometimes decrease visual artifacts
  • 95. Texture compression trick Dithering can sometimes decrease visual artifacts RGBA 16 bit 1 MB
  • 96. Texture compression trick Dithering can sometimes decrease visual artifacts RGBA 16 bit RGBA 16 bit Dithered 1 MB 1 MB
  • 97. Texture compression trick Dithering can sometimes decrease visual artifacts RGBA 16 bit RGBA 16 bit Dithered RGBA PVRTC4 Dithered 1 MB 1 MB 0.5 MB
  • 98. Texture compression trick Dithering can sometimes decrease visual artifacts RGBA 16 bit RGBA 16 bit Dithered RGBA PVRTC4 Dithered RGBA PVRTC2 Dithered 1 MB 1 MB 0.5 MB 0.256 MB
  • 99. Avoid alpha blending if possible
  • 100. Avoid alpha blending if possible transparent objects are quite heavy on iOS
  • 101. Avoid alpha blending if possible transparent objects are quite heavy on iOS shrink size of your transparent areas as possible
  • 102. Avoid alpha blending if possible transparent objects are quite heavy on iOS shrink size of your transparent areas as possible hard edged objects can be solved with geometry
  • 103. Avoid alpha blending if possible transparent objects are quite heavy on iOS shrink size of your transparent areas as possible hard edged objects can be solved with geometry PowerVR is best in pushing thousands of vertexes but slow when it comes to alpha blending
  • 104. Avoid alpha blending if possible
  • 105. Avoid alpha blending if possible large transparent areas that are overlapping
  • 106. Avoid alpha blending if possible large transparent areas that are overlapping causes fill-rate problems in most mobile games.
  • 107. Avoid alpha blending if possible
  • 108. Avoid alpha blending if possible Thank you
  • 109. Avoid alpha blending if possible Thank you don’t hesitate to ask us any question
  • 110. Avoid alpha blending if possible Thank you don’t hesitate to ask us any question and visit our website at www.siliconjelly.com

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