This document describes techniques for simulating water flow in video games. Artists create flow maps that define vector fields to distort normal maps over time, simulating flowing water. Techniques like dual layers with offset phases and additive noise reduce artifacts from repetition and pulsing. The flowing normal map approach was applied successfully in Left 4 Dead 2 to guide players through levels. It was later extended to flow color maps, allowing debris to flow realistically in the water in Portal 2. The methods achieved convincing water flow effects while meeting hardware constraints for older consoles.