![]() ![]() A base behavior and behavior registry to control scene flow in Afterparty was programmed by Aaron Cheney.A short video of how the shader works can be viewed here. Afterparty's fire effect was created for the game by Joe Gatling via "playing with noise textures and the Unity shader graph".Early concepts of the icon can be viewed here. Its icon was designed by Claire Chen (who had no prior experience with creating logos in the past) and implemented by Diana. Afterparty's logo, which makes use of chromatic aberration, was designed by logo designer Diana Kwok.One optimization made to the menu was the removal of eye/eyebrow textures from humans, which normally cannot be seen due to the depth of field effect unless the game's graphic quality is set to "Very Low.".Afterparty's main menu screen and its camera transitions were put together by Bryant Cannon, who utilized "overpowering bloom, extreme shallow DoF, and an absurdly low/canted camera angle." His demonstration of the menu can be viewed here an overhead view of the transitions can be viewed here and the reflection probes used to create the reflections on the ground can be viewed here.An original soundtrack by scntfc (OXENFREE, Sword & Sworcery) Įarly concepts of the icon by Claire Chen. ![]()
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