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making my new controller part 1
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New Year Combo!
Let's start the year off right, gotta showcase those new moves
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You know what? I don't post enough Kronian Titans. So even if graphics are not done, I'll start posting bits of the Amblitz's moveset over the weeks!
As an agility focused all-rounder, she is super fun to play! All attacks have movement on top of dash cancels.
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My talk from Godot Con has been uploaded! Come here to see: - why stylized rendering is trickier than it seems - how to plan for it in your project - one advanced and seamless blender to godot pipeline with same render in both! I also write a lot about rendering in general on my blog, I recommend you get on the newsletter to be up to date! https://panthavma.com/newsletter
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I'm going to Godot Con 2023 to talk about Stylized Rendering !
I am pleased to announce I'll be at Godot Con 2023 for a talk on stylized rendering and asset pipelines! You can watch it IN PERSON or online!
Making a stylized game is HARD, and there are plenty of hurdles. Not all of them are technical, and some are more linked to productions.
But make no mistake: stylized rendering is fundamentally hard and very technical due to the amount of control you need!
Where a regular render is like a photo (you control the composition, but not the laws of physics), stylized rendering forces you to add the local control of paintings into a rules based system.
What's the solution then ? Well, it's hard enough that I'm doing a PhD, but still...
There ARE ways to achieve a stylized game, but the hurdles can be complex. This is what I'll break down during the talk: what they are, how to take them into account in your plans, and potential solution.
We're going from the tech to the global production / staffing effects!
And here's the kicker, we'll apply what we've seen into how to make the most of it with a quick practical example of a game with a unique style, and how I built the rendering and tools pipeline for it !
I got the same rendering in game and in blender, and export is automatic!
This 20 minute talk strives to be accessible and to the point, so I won't go into the funny technical details of line extraction or particle-based rendering. I won't teach you "how to do this style", but more of "how to make a stylized game".
I actually have a blog where I write about these parts and other stylized rendering stuff, you can find it here along with my newsletter.
I actually have one last related thing to reveal during the coming weeks before the conference, so keep an eye out!
https://panthavma.com/newsletter
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I'm really glad to finally be able to make the Amblitz's final animations. Still have about a hundred to make + VFX + sound, so there's still plenty of work.
Gonna have to focus on rendering this month so I'll probably have to ease up a bit there... Here's a combo for the occasion!
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Reworking animations takes a long time, but I think the new rig helps a lot in allowing me to make poses more dynamic. Here's an old vs new comparison!
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Toon Shading Fundamentals
Hey ! I got a new rendering article, on Toon Shading Fundamentals! It goes over the basics of the method, and how to go beyond.
It was supposed to be a quick article to write, but then it sat for two months because of the images to code lol, maybe I should write about non-rendering subjects next time
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Video Game Creation class online
I won't be able to teach my videogame creation class at my uni in person this year due to timing with my PhD, would you be in if I did it online ? I'ld like to gauge interest and languages. It goes over theory for various domains, focus on how to start and collab, + advanced topics (rendering/NPR, online)
It's about 12-13 sessions of 1h30 each (some go to 2h).
Alternates between three domains then goes to advanced topics.
Gives you the notions to understand others, and resources to start out.
Can suggest advanced topics
Not forced to make a game, it emphasizes doing it at your rhythm.
Could do it in French or English (or even greek lol), need to gauge interest
Here's last year's subject list:
Programming: Gameplay, Tools, Code Architecture
Esthetics: 2D/3D art, Animations & VFX, Sound Design & Music
Game Design: General, Decisions & Communication, Project organization
Advanced: Online, Rendering (my job lol), Stylized Rendering (my PhD)
If you are interested, please let me know (as well as language) and share! I'm not super familiar with tumblr yet lol. You may also join my newsletter or discord so I can ping you when it starts https://panthavma.com/newsletter https://discord.gg/CWjWfC9K9T
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Sharing some of the smear frames for Kronian Titans! I'm glad to see it come together little by little
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New Molten Winds devlog, this time it's the mechanics and character overview!
We'll continue development in a stream on september 9th at 15:30 CEST, don't hesitate to come by to talk or ask questions!
Stream on https://www.twitch.tv/panthavma Newsletter: https://panthavma.com/newsletter Discord: https://discord.gg/CWjWfC9K9T
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I really love how the shader makes it look!
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Quick trick I did in rigging to save a few bones! It's super simple when you know how skinning works underneath but not everybody coded a skinning shader lol
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Finally almost there... I've finally made the Amblitz Assault model, I'll just need to customize it for Jeanne's version and I'll finally have a full Kronian model! 2 years after project start lol
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Devlog for Molten Winds! Been a long time coming, here I'll talk about the production constraints and the breakdown of time passed on it!
Also gonna do a dev stream next week, towards the 9th-10th! Come catch it!
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Still warming up to sketches... Here's Kronian Titans' very own footsies character! Pretty "honest" until you start pulling stuff from under the cape...
You can try the game's demo on Steam at https://kroniantitans.com ! I'm still preparing the big vertical slice though.
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