Philipp Seifried Profile picture
Game Developer, Co-Founder @MicrobirdGames ("Dungeons of Hinterberg").
Apr 15, 2021 19 tweets 7 min read
1/19 Here’s thread 3 on the stylized rendering in "Dungeons of #Hinterberg". We'll look at our different “pipeline” stages, & this'll get a little bit icky. :)

If a mix of action-adventure and Persona-style social sim is your jam, follow us at @MicrobirdGames. #gamedev #indiedev 2/19 Thread 1 (quick recap coming up!) covered the basics of our deferred rendering and lighting system:
Thread 2 (not important for this one) covered how we do outlines:
Feb 18, 2021 18 tweets 7 min read
1/18 Here’s our second tech art thread on the stylized rendering of “Dungeons of #Hinterberg”. This time, I’ll talk about how we do our outlines!
If an indie mix of Zelda-like/ARPG and Persona-style social sim is your jam, follow us at @MicrobirdGames. #gamedev #indiedev 2/18 Main point of the first thread: we use deferred rendering with a custom gbuffer that stores material IDs, to essentially create a second material system that runs on the GPU. The full thread is here:
Feb 16, 2021 8 tweets 2 min read
1/8 Rewrote our camera system last week, from a basic FSM to a stack of behaviour layers with blend weights. I don't know if there's a name for this design pattern, but I've been using it a lot lately, so here's a description:
#gamedev #indiedev 2/8 Suppose you have a set of values that can be produced by different behaviours. Usually only one behaviour is dominant, but you want behaviours to transition smoothly and some behaviours should be able to offset the values rather than overwrite them.
Jan 28, 2021 16 tweets 7 min read
1/x Over the next weeks, I want to post a few threads about the stylized rendering we’ve implemented for our game “Dungeons of #Hinterberg”. I’ll start with an overview, but I'll get pretty technical. Follow @MicrobirdGames, if you think the game looks rad! :)
#gamedev #indiedev 2/x #Hinterberg is #MadeWithUnity. We use a completely custom deferred solution, based on the built-in render pipeline. Our standard shader mimics Unity's, but was built from scratch, as were the lighting pass shaders. @catlikecoding's tutorials were an invaluable resource here.