Weird farming meets silly physics, combine crops with unpredictable effects, build your dream farmstead, and experiment with automation.
I made many tools to empower artists by automating parts of their previous workflows; chief amongst which were tools for the automation of screenshot capture for icon generation, gradient recolouring, texture atlasing, level design tools for terrains, texture generation, and procedural generation.
Tooling for
Gradient Recolouring
Radient is a gradient editor I created for Unity. I created it to release as an asset on the Unity Asset Store after watching the Unite Europe 2017 talk detailing the VFX behind the game 'Spellsouls'.
Something that the original version of Radient had (and which unfortunately didn't get implemented in Southfield) was alternate blend spaces to improve colour interpolation.
I created an updated version of Radient for Southfield that used vertical gradients (instead of the horizontal ones I was previously using) which inspired me to take up the project under the name Procedural Assets in my spare time - and good thing I did, because it turns out that the version I created for Radical Forge started having rare errors in the build.
This was an incredible oppertunity for me to explore new technologies for creating procedurally generated assets for a Unity project.
Tooling for
Texture Atlasing
To create the texture atlasing tool, I took the rewritten gradient palette tool and turned it up to 100. Instead of generating simple gradients using pixel manipulation, I needed to use shaders and GPU rendering to draw multiple textures onto a texture atlas.
In the future, I would like to rewrite Packbook. It would be good if I could make the the system flexible enough to be able to combine the texture atlasing tool with the gradient palette tool so that I can pack them together using the same mechanisms.
Tooling for
Icon Generation
I created a tool called Holodrone to automate the process of generating icons. I originally created this tool for a personal project, so when I ported the tool to Southfield I added HDRP support.
To better support the Southfield art style, I created a custom post-processing stack along with a signed-distance field algorithmn to add outlines and shadows to the generated icons. This was generated on the GPU using a shader.
Tooling for
Level Design and Procedural Generation
Something that I unfortunately can't show without permission is my Level Brush and Cluster Designer tools. These are tools that allows a Level Designer to create "cluster designs" (which act as rulesets to generating random clusters of props) and to place them directly into the scene.
The world of Southfield is vast, often requiring many individual props (pebbles, rocks, bushes, flowers, e.t.c) to be placed into the scene.
Tooling for
Cinematic Camera Locomotion
Much of the game trailer was recorded using my cinematic camera controller.
I created a camera controller designed with cinematic locomotion in mind. This meant adding spring systems so that subtle movement can be added to complement the camera movements.