Gets an input from a file that contains rules to name a file. When a file needs to be names using the naming convention, the provided prefix and suffix are added and displayed. The user can also add custom rules. Class handles all exceptions so the program never crashes
Wednesday, November 19, 2025
Monday, November 17, 2025
Thursday, November 13, 2025
Common Art - VFX and Post Processes
Wizard of Oz level VFX and Post Processes
Worked on creating a toon shader for the game and adjusting post process filters. The image below shows final scene with post processing
This image is of the scene without post processing
I also worked on finalizing VFX for the scene. Refined the slash VFX (Left) and recreated the scratch VFX (Right)
Toon shader before and after:
| Before |
| After |
| Adding scratch meshes to source folder |
Wednesday, November 12, 2025
Inheritance in Houdini
Shape created using Boolean operations of Cubes and Cylinders. Both shapes are child classes of the CSG class which is a child class of the Geometry class
Layout of each object
Perforce proof:
Tuesday, November 11, 2025
Thursday, November 6, 2025
Common Art - VFX, Lighting and Optimizations
Recreated lighting in the scene to optimize lights while achieving the look
Updated Axe Slash VFX. Added depth to the slash by adding more mesh renderers and added sparks during the spring
Light Optimizations - Light Overlap Before
Light optimizations after: No heave overlaps in the level.
Additionally, I removed excess assets that are not in the level area (present in the Level designer's larger level), and removed unwanted fire VFX that were adding to the lighting contributions
Most meshes in our level were set up was dynamic mesh actors that influence performance. Since we don't need dynamic mesh actors for our environment I converted them to static meshes
All these optimizations helped improve overall performance. The pictures below show the performance difference before and after. Major improvements in Frame time, GPU time and Input times. The number of draw calls and primitives in scene are also reduced
All edits were made in engine and were pushed to perforce
Wednesday, November 5, 2025
Monday, November 3, 2025
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