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K.A.S.E 

Klink's Amazing Sound Escape

From intentions to renderers ! The post effects of K.A.S.E.

  • 16 feb 2016
  • 3 Min. de lectura

Hi everyone !

Today we are going to see how K.A.S.E’s post effects are made, and how they create this comic book look that gives this unique style to our game !

First, we are going to give a little introduction about the intentions we wanted for K.A.S.E. Keep in mind that K.A.S.E is still under development and some features are subject to change. We will keep you updated as we move along.

If you’re not familiar with some words used in the video game field, here is some definitions I’m going to use in this article.

  • Post effect: is a filter we apply on the camera to change the visual render of the game

  • Outline : The delimitation of object with the help of a thin black line

  • Plugin : a development tool we can import on our game engine (or other development software)

Our main inspiration was Moebius. Readability plays an important part in our game, and the use Moebius makes of colors and contrasts is why we chose him as our main source of inspiration.

Here’s an example of Moebius’s work if you don’t know him :

In this picture we can retain two main things that interests us, the outlines and shadows.

The best solution to recreate this non-digital kind of shadows on a digital picture, is cel-shading. You can find a lot of tutorials about it on the internet like the one we used, available for free on Gamasutra. Gamasutra is a website i recommend to you if you have some interest in theory or conception of video games.

For the outline a lot of tutorials can be found on internet too, like the one I showed you just before. Except we are not going to use this one because we wanted to have all of the objects edges with an outline in our game. We used the “contour” post effect available in the database of a Unity developer who shares everything he does : Keijiro.

This post effect allows you to manage the outline in various ways. You can manage the color of the outline, its thickness and its visibility from the bottom to the top of the object.

A little screenshot to show you the interface of the plugin you have to put on the camera.

You’ll have to play with the different parameters to find the expected result, but if you want to have the same render as ours, all of our parameters are the same as the one on the screenshot !

After having used these two main post effects we are going to add some more to be even closer to our intention.

First a “Color correction” which allows us to change the saturation of each color, for example if you want your game to be all blue, just, lower the green and red, and it’s blue !

An other screenshot to show you how it works !

Now, to give more volume and contrast to our renderer, we are going to add a “vignette and chromatique aberration”.

The vignette adds some blur on the corner of your image, it gives an effect of deepness on your render and gives you this focus on our main character. The chromatique abberration allows you to manage even more the color and the blur of the vignette.

The last part is to add an ambiant occlusion which, like the cel-shading, gives more volume on the object and adds some contrast !

This plugin is kind of easy to learn because the value are easy to understand ! The intensity defines the darkness of the shadow, the radius is the range of the shadow, the fall of distance indicates you how the shadow gradient will be affected, and the sample count sets the quality of the shadow !

That’s all for the post effects! In an other article we will talk about the lights and the choices of colors used in our game !

Follow our Facebook and Twitter page to keep updated on our project.

 
 
 

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