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What does it take to create the visual effects for a top down realtime stealth game that needs to feel as authentic as possible and has the player sitting hours in front of one single map? This talk will go in depth on how we approached certain limitations of the genre and the Unity engine as well as show a few neat tricks to make vfx look like more than they actually are. Furthermore I'll cover some lessons I learned from working on Shadow Tactics. Even though I will keep the focus on the artistic side of the subject the talk will have some technical explanations in it.
Audience adressed:Vfx and Tech Artists as well as people interested in the subject like students.
Experience level adressed:Beginner