dekaf

4.7K posts

dekaf

dekaf

@dekaf

Professional shmuck at @RiotGames. Previously SDS, Treyarch, Telltale. Opinions are my own

San Francisco, CA شامل ہوئے Aralık 2008
760 فالونگ567 فالوورز
Craig Derrick
Craig Derrick@craigderrick·
Love how this is turning out. Not claiming anything, but I built a similar idea years ago at LucasArts into my 'Heritage' business plan and playbook when re-developing our back catalog and the Monkey Island Special Editions. Take 3D games into 2D, take 2D into 3D, and experiment with genres and styles to refresh classic franchises. Add modern features, supplemental content (like dev commentary, hints, etc.) while making the original game available in some capacity. Bionic Commando did this really well with the original release, a 2.5D remake, and a full 3D entry. We put it all under the hood with an eye towards the future. The Double Fine remasters followed the blueprint. Such a great example of a low-cost, high-value way to breathe new life into these IPs. Would love to do more of these.
Delca@DelcaTheKitten

Classic Tomb Raider, fully reimagined as a side-scroller A project developed by me (Delca) and Trxye, we're incredibly happy to announce that it's now complete! Planned release: May 2026 Here's a trailer showcasing gameplay and features :)

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dekaf
dekaf@dekaf·
@FR3NKD while maybe not a deal breaker for some, I know it's what motivated the push for geometry in Black Ops a while back. Same heightmaps, but just generated and LOD'd automatically to make things more stable. I've seen similar trends outside of just nanite due to the artifacting
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FR3NKD
FR3NKD@FR3NKD·
@dekaf Oh yeah, It's a worst case scenario but yeah, you can reproduce it in 5 minutes.
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FR3NKD
FR3NKD@FR3NKD·
So, it's been a week since this discussion, multiple YouTube videos have been made discussing the mystery of this technique like the one from Next Level Game Art, EMC3D and Game World Art. The general consensus is that this is SPOM so parallax occlusion mapping which also influences silhouette. This to me is more exciting than Nanite because it's much more performant and you can still work with simple geometry throughout the whole pipeline. This would be an incredible addition to the Godot engine as an alternative to virtualized geometry.
FR3NKD@FR3NKD

Crimson Desert has this surface shader.. It has a transformative effect on the game visuals and it's seemingly applied to every object in the game. It doesn't look like tessellation, it appears to have artifacts from a screen-space effect. I believe they are using the height maps from every PBR material in the game to create some sort of screen space displacement mapping.

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FR3NKD
FR3NKD@FR3NKD·
@dekaf I've never seen that in Crimson Desert 🤔
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dekaf
dekaf@dekaf·
@mad_mochi19135 is the North indicator on the compass supposed to do that
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dekaf
dekaf@dekaf·
@KorzenSefton I wouldn't worry about what to put on it right now, just pick and choose things that you feel best represent your abilities and start from there.
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dekaf
dekaf@dekaf·
@KorzenSefton think if it's pixel art, I would imagine it would be much less involved of a process (due to team sizes being small), versus AA/AAA. That being said, the first thing I looked for when I saw this comment was your portfolio, which I couldn't find.
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Sefton (looking for work)
Sefton (looking for work)@KorzenDev·
I am curious if anyone has an answer for this, specifically artists who have worked in the industry. Am I shooting myself in the foot by working in a low res style? I’m wanting to build my portfolio a lot more this year, and I’m unsure how to go about it. Thanks all
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dekaf
dekaf@dekaf·
@EliasDaler given the hardware, it's probably just vertex colored. Still effective for the time and screen-size. Holds up really well
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dekaf
dekaf@dekaf·
@DannyMacFinn @arexmotion Most bigger productions now people will basically model out foliage bits or use substance designer. It can be time consuming but for the fidelity needed you get great results. Older games we tended to use photo ref and generate normals from the photo with a few tricks
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Daniel's making a game : ASSIAH
@dekaf @arexmotion Here’s a couple examples I found on google. Not sure how you’d bake the normal from an image, unless they just used something like bitmap2material or mindtex2. That’s what I do to get cheap normals from a jpeg.
Daniel's making a game : ASSIAH tweet mediaDaniel's making a game : ASSIAH tweet media
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ALEX
ALEX@arexmotion·
genuinely, how do you make foliage textures? i struggle with it so much
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dekaf
dekaf@dekaf·
@arexmotion But always best to take your own photos
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dekaf
dekaf@dekaf·
@arexmotion Try Flickr and google image searches for “close up branches and leaves” and specify the type of tree or plant. You’ll need to find one that has some branches and leaves that you can isolate, and then once you get a good few you can fluff it up and tie it more volume by duping
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dekaf
dekaf@dekaf·
@MichalKus3 Thanks, I'll keep an eye out for the next batch!
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Michal Kus
Michal Kus@MichalKus3·
@dekaf For the advanced classes yes. Intro classes start in 2 weeks for this current spring Term. 💪
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Michal Kus
Michal Kus@MichalKus3·
The first class of Spring Term 2026 starts tomorrow. It is the very iconic ''Advanced Digital Painting'' Class. Run by me and Darek Zabrocki. Here are some live demos I did for that class for our students. Knowledge channeled is always backed up with practical examples!
Michal Kus tweet mediaMichal Kus tweet mediaMichal Kus tweet mediaMichal Kus tweet media
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dekaf
dekaf@dekaf·
@FR3NKD It's good. I was also impressed by POE2, where one of the dungeons gets flooded by waves periodically and you can watch the sim collide and traverse and drain, with objects being buoyant in it youtu.be/4yCcs208qcU?t=…
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YouTube
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FR3NKD
FR3NKD@FR3NKD·
I don't know how they did it but Crimson Desert has the best water of any game ever 🤯
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dekaf
dekaf@dekaf·
@alt_Psymon @DeusExHub before it reached n-fusion, it was a PS Vita title. For a few reasons it never landed with a developer that could tackle the scope and I guess this was its final resting place
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alt_Psymon
alt_Psymon@alt_Psymon·
@DeusExHub Making a Deus Ex game for mobile platforms was such a stupid decision, let's be real.
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Deus Ex Hub
Deus Ex Hub@DeusExHub·
Deus Ex composer Alexander Brandon has revealed that N-Fusion Interactive wanted him to do the score of Deus Ex: The Fall. Deus Ex: The Fall creative director Jeffrey Birns invited Brandon but Eidos Montreal "stepped in and said, nope, it's gonna be Mike McCann," Brandon added, "I'm sad. I don't like this. I would have even, you know, styled the music to blend with Mike McCann. And at that point I could have done a good job, but that's just the way the cookie crumbled." 🔗Link: tinyurl.com/4y32fwk4
Deus Ex Hub tweet media
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dekaf
dekaf@dekaf·
@HorrorUntitled I've made decent glass in the past by tying the opacity to the specular / roughness and then adding some additional opacity back in via a basic fresnel. Basically the glass only becomes visible when the light reflects back. It makes the glass less foggy
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Untitled Horror Game
Untitled Horror Game@HorrorUntitled·
Light bulbs are also getting a slight upgrade; just a tad bit more realistic (and better looking) old bulb - right new bulb - left
Untitled Horror Game tweet media
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