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Game Dev Digest — Issue #328 - Inside the Tech And Art, and more

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Issue #328 - Inside the Tech And Art, and more

This article was originally published on GameDevDigest.com

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Making fire feel alive: Real-time fluid simulation in Ignitement | Unity - Solo developer Sørb explains how he uses real-time 2D fluid simulation to create dynamic, gameplay-driven fire VFX in Unity for his upcoming action roguelite, Ignitement.

unity.com

Inside the Tech and Artistic Inspirations of No Rest for the Wicked - Moon Studios’ Gameplay Tech Lead and Art Directors break down how they modified Unity to craft No Rest for the Wicked and the artistic inspirations and process that led to its painterly qualities.

80.lv

Cairn technical art deep dive: Rendering gameplay-specific rock materials on top of level design | Unity - Anthony Beyer, technical art director at The Game Bakers, dives into Cairn's technical art and using 3D blendmaps and Compute Shaders in Unity to sync "No-Piton Surfaces" between visuals and gameplay.

unity.com

Unity shader preloading: good move, wrong timing - In…

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