For the HD version of Stellaris, our team had to create all new high detail icons as the original ones looked too muddy when scaled up to 4k.

I used big blocks of colour, dark lining and sharp contrast so when the paintings were scaled down they would be crisp and clean.
Here is another painting from that project- again, big blocks with dark outlines so they would scale down and become crisp, easy to read icons.
I think Jack and I did like a few hundred? It was a lot.
This one looks so proud to be graduating!
Aaaanyway, the point is if you are painting for icons, paint bigger and use contrast and large blocks of value and color to make them read well.

X
None of the paintings are great when you look at them at the resolution they are painted in, but I always had a duplicate of the photoshop window zoomed way out to the game size.

This allowed me to paint and be confident the end result would read well.
Anyway, buy Stellaris.

Absolutely zero profit goes to me... it's just a cool game. K?

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More from @delaneykingrox

Mar 21
So, in closing... the real question isn't which Doctor Who has fucked their respective incarnation of The Master/Missy, the question is which Doctor is the bottom in each incarnation.

Thank you for coming to my lecture.
Bottom
Bottom.
Read 29 tweets
Mar 20
A quick #gamedev question about texture arrays...

So texture arrays are brilliant for reducing draw calls and state changes by gathering up a bunch of textures in one go in the shader...
Texture coordinates work from 0,0 (left,bottom) to 1,1 (right, top).

Note this is not based on texture resolution. So the middle of a 256x256 and the middle of a 1024x1024 image is the same... it's always (0.5, 0.5).
When you go outside of the zero to one space, what happens? Well, the default behaviour is called "tiling" the texture repeats off into infinity and beyond in all directions.

If you set your texture to "clamp" any UV that goes outside the zero to one space is black.
Read 53 tweets
Mar 20
Social justice warrior isn't an insult.

'Social justice' is ensuring our society has justice. 'Warrior' means you are fighting.

Pretty much every hero on TV or in comics fights for justice.

Social Justice Warrior just means hero.
When someone attacks you for being a social justice warrior, they are stating that you are fighting for a society they do not want. They are happy with the injustices, because they benefit from them.

Social justice warrior is a term used by people who fight for injustice.
As a game developer and someone with a social media platform, I am frequently attacked online.

Invariably it is from people who are angry that I oppose the privileges they benefit from. They feel attacked because they value that privilege, and think I want to remove it-
Read 7 tweets
Mar 20
Here is how big game companies work. Everyone doing the work get paid like regular jobs, they don't have shares in the profit.

So, once a product ships if you buy it or not doesn't "support" those developers.

They have already been paid. Many have already been laid off.
The money goes to investors, publishers and the IP owners.

If the project tanks because, I dunno, a huge amount of people don't want to support transphobia or bad working environments or politics, well that's a shame.

Because the companies can write off the loss for tax.
At worst, the fat cats around the shareholders meeting will get angry and some management will get shuffled around, meaning some rich bastard will get a golden parachute payout or be shuffled off to a less active role or be given a shitter project.
Read 9 tweets
Mar 20
Quick #gamedev #gameart trick.
When you use the alpha clip method of transparency it is binary- on/off. You either render the pixel, or you skip it.

However, your alpha channel is not binary. It is a float from 0.0 to 1.0.

This gives you a nifty trick...
See, to convert the alpha channel to on/off you set a mask clipping value. A value of 0.5 basically says only draw a pixel if the alpha is 0.5 or higher.
What that means is you can assign different values for different parts of your texture, and use the mask clipping value to reveal them bit by bit, or randomise them.

Say, a short moustache, a long moustache, a goatee and a full beard, all using the same texture.
Read 14 tweets
Mar 18
#gamedev #gameart advice. I see a lot of students making levels as one big mesh in 3d apps.
Environments are usually made up from what are usually called "kits" of modular pieces.
Here is some of the kits for Hitman taken from their talk (link shortly).
Learning to plan out and make modular kits is super important part of your skill set. Designing modules that are reusable and reskinnable makes a huge difference to your workflow.

You can buy various kits on asset stores that you can look at to get ideas.
Read 8 tweets

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