Game Dev Unchained: Cecil Kim and A Life of Art
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12 min ago

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1 hours ago

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by derjyn@gmail.com
7 hours ago

$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.

Game Dev Unchained: Cecil Kim and A Life of Art
18 April, 2018
News

Cecil Kim gives Game Dev Unchained one of the best interviews on concept art and a career of breathing life into games through his craft. Follow a young man working in Hawaii for Square, working on FFIX, moving on to develop God of War as the Art Director in the early days and then finally finding home with a studio (Section Studios) of his very own.

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