Waterfall From League of Legends Breakdown
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by Admin
10 hours ago

Jack. First of all, I want to apologize for offending you. We published this just to show how the tech could be used. We don't actually care about the message. But you do bring up a viable point, that for some people - this might be an issue, so I take this post down.

by Charles
11 hours ago

What European universities would you recommend?

by jack
12 hours ago

How about you don't associate with a left leaning partisan news site assuming all video game artists lean the same way. I'll be blocking your content from here on out.

Waterfall From League of Legends Breakdown
9 June, 2017
News

Have a look at the amazing analysis of the technique, which Mark Khalil used to create stylized waterfalls for League of Legends.

Mark Khalil is a senior environment artist at Riot Games. He’s worked on a number of projects, but currently, he’s occupied with League of Legends. His main task is making those battle areas pretty. Specifically for Real Time VFX he made a short breakdown of the  Waterfall, used on the Summoner’s Rift map in LoL.

Just like the Environment Art, we wanted something timeless and painterly. Overall, our intent for Summoner’s Rift VFX was to give some form of movement to the environment, a “life pass”, but still not distracting from the gameplay space.

Here’s an example of some of the references Mark used in his work.

This is how the whole process was organized. It’s very simple and straightforward, but at the same time it helps to build some amazing things.

https://realtimevfx.com/t/summoners-rift-water-fall-break-down/1775

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