Oscar Lau’s HairTG creates textures for hair cards with the standard PBR maps, but also creates startlingly realistic 2D hair.
In this 2018 GDC talk, inkle‘s Jon Ingold outline the strategies inkle has to create the sci-fi detective game Heaven’s Vault.
Hair Strand Designer is a comprehensive tool for creating hair card textures. Features include individual map exports, strand count, length, and offset adjustments for each card-set.
Available as a stand-alone, or bundled with Unity or Unreal shaders.
Unity and NVIDA demonstrate RTXGI ray traced global illumination arriving in Unity 2019.3.
The nearly-automated process allows – for now – a single volume of probes that can be baked into textures for distribution to devices.
“In a lot of games, conversation is provided as a static menu: a character has topics; the player clicks through them; conversation is complete when all have been clicked.Jon Ingold
How do we evolve conversation beyond this static paradigm?”
InkleStudio‘s Jon Ingold has written a sequel to his Sparkling Dialog talk, with 5 strategies for dialog gameplay.
Most narrative games employ a core mystery spooled out over the game to keep the readers curious and engaged. One problem with interrogative dialog is when the questions become a grind mechanic, and players feel obligated to “vacuum up” every last clue by exhausting the dialog options. NPCs are treated as kiosks rather than characters with agency who help drive the narrative.
Ingold offers 5 strategies to “keep characters feeling juicy, when the player simply wants to squeeze them dry”, including methods to transition in and out of conversations, and also allowing the NPC to take turns leading the conversation.
Read it on his Gamasutra blog.