In this article I will explain the most common level blocking tools in Unity and also will share some very interesting findings that influenced my final decision about what tool to use on my project.
DevLog #13 - Houdini procedural assets for Unity
In this devlog I will showcase my experiments with Houdini and achieved results.
DevLog #12 - Environment references and introduction to Houdini
In this blog post I will show art references for environment and first procedural assets made in Houdini for Unity.
DevLog #11 - Enemy AI and platformer pathfinding in Unity
In this article I’m going to explain how enemy AI work, the pathfinding algorithm and problems that I encountered along the way.
Stylized VFX in Unity. Part 2: Custom Vertex Streams and Custom Data
In the previous article we have created a shader for dissolve effect that works with GameObjects. Now let’s see how we can make it work with Particle Systems.
Stylized VFX in Unity. Part 1: Step, Smoothstep, Dissolve
In this article I am going to explain the basics of creation of the stylized visual effect for games.
DevLog #10 - Special abilities VFX
Before deep diving into enemies AI and full-fledged combat system I decided to close the topic of character’s visuals and make VFX for all special abilities.
DevLog #9 - Combat mechanics
I’ve already tried environmental puzzles. Now it is time for combat system.
DevLog #8 - Blocking of the test level
In previous post I’ve already explained principles of antivania level design. Now it is time for some level blocking.
DevLog #7 - Level design of antivania
The main feature of antivania game is that the main character constantly losing his special abilities along the way. In that context a lot of people asked how levels will be built to support this system. So let’s take a look at level design of antivania.