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Infamous second son songs11/20/2022 wp-content/uploads/2014/04/neodash_final.mp4Neon: dash example. So we actually set limits on some of the noise to help constrain it to a shape – and that really helped feel like it was being controlled by the hero. Vainio: There were a lot of fluid effects and curl noise that we would constrain to a shape like a sphere or a cylinder. Smoke: dash concept.įxg: How did that manifest itself into actual concepts? The director wanted to make sure the player was in full control of the powers they were manipulating. They were not just summoning powers and running wild. They had to have a personality all of their own and feel like something the hero was manipulating. Vainio: From the very beginning, one of the pieces of art direction we had was to make the powers feel like another character in the game. Neon powers concept.įxg: There’s a distinctive look to the powers in this game – how did you approach the art direction of them? We talk to senior visual effects artist Matt Vainio about the artistry, tools and techniques behind the work. In order to realize the necessary particle effects for the game’s signature smoke and neon powers, Sucker Punch relied on a powerful expression-based particle editor and advancements in lighting and real-time curl noise generation. In Sucker Punch Productions’ PS4 open world game inFAMOUS Second Son, players control character Delsin Rowe, a Conduit who is able to summon superhuman powers from his environment and other Conduits.
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