There's a few things we need to do to get wall fades working well

Some of it is purely in-shader and some requires code as well

[thread]
we have a really simple shader function we can add to any objects that might block the camera, and it fades out opacity of objects based on the player's screen position.

it's a good fallback when we want trees or roofs to never really block the player's view of action
but if we turn off the screen space fade, this is the code-based fade

we do a line trace from the pawn to the camera and any blueprint/prefab the trace hits gets sent the message "in front of player"

any object can implement this interface and handle how to respond
critical additions to this code-based fade are for fading objects that are sitting on the roofs

see here, the papers on the roof are still visible when the roof fades - we need to make sure objects placed on fadeable platforms are correctly assigned to their parent
what we've done here to compensate are that when we do level design we assign objects to their parent structure

for characters and monsters, we check per frame what we're standing on and update our platform so we'll fade out with the parent structure when the player needs
so for all objects on roofs we hide them when the roof is hidden

We support any object in the game being hidden like this so it's sometimes a pop-out to just turn off visibility, but with the radial blend as well it seems less obvious a pop-out
Last note: probably the most important fact is to ensure, either through code or through your shader, that hidden items are still drawn in the shadow pass

In unreal we put shader fades behind a check for is-in-shadow-pass, and when setting to hidden we turn on bHiddenShadow

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More from @kurtruslfanclub

23 Jan 19
HOW I DESIGN GAME MONSTERS: a twitter thread
or, No More Zombies, a TED Talk

Work out:
👻 Desired Player Behaviour
🦇 Appearance Rule
👾 Surprise Structure
🐺 Defeat Requirements
👽 Alert Rules
👹 When to fight / to take flight
The goal of designing good monsters for me is building a cohesive experience that thrills the player and teaches them how to cope with this new threat.

We're killing off zombies because they're tired, but we love zombies (those fuckers persist) and they fit this structure
👻 Desired Player v Monster Behaviour
How should the player act?

🔫 shoot? 🏃‍♀️flee? 🔪 fight? sneak?

👩solo? or 👩‍👧 backup?

🛠️ Build a base? Tear down the environment?

Hunt and exterminate? Pretend to be one? Distrust strangers?

Plan these first; they'll guide your ideas
Read 10 tweets
3 Jan 19
did you know that Photoshop now lets you make signed distance fields for great reduction in your decal mask sizes?
(here are the two images I'm using for above, they're 64x64 but blown up so you can see the pixel detail)
the way you do it is to make a document in HD size (1024 or 2048 are good) and have your decal on a separate layer
Read 5 tweets
1 Sep 18
quick thread on how I put these little fake games together cheaply
I made 64x64 textures for the mock-up, then split them into four quadrants of a 128x128

The quadrants are:
- seamless background
- static UI
- sprite layer 1
- sprite layer 2
I set up the material in Unreal to sample from the top-left quadrant and tile it at a rate I can set up per arcade machine

This lets me scroll upwards for shooters, left/right for side-scrollers, and diagonally for top-down games
Read 5 tweets
22 Jul 17
I've got lots!

Here's a thread for it
1. Tech art really benefits from procedural generation. Play with maths and procgen so you can learn the building blocks
2. You can learn building blocks with tools like UE4 material editor (unlit materials), shaderforge, and texture gen tools like Filter Forge
Read 14 tweets

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