I was tasked with finding a better alternative to the costly Unity projectors for The Unmaking. The Mesh Decal captures any mesh object that intersects it and cuts out a decal.
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The Mesh Decal proved useful for the environment artists and were very cheap once created. However, creating them on the fly was more costly than we wanted so I had to come up with another solution for dynamic decals such as blast marks. The screen space decal uses a custom shader and the scene depth to draw the decals.
We could not use the terrain in The Unmaking and with it we lost several features. I created this tool to allow the environment artists to "paint" props onto the mesh terrain we used instead.
In order to increase performance on the mesh terrain in The Unmaking I created a shader that mimics the Unity terrain shader. This tool takes in World Builder outputs, height maps for randomization, and various user inputs to save out a normalized SPLAT map.
I wrote this tool to filter through our rather vast collection of assets. It has several functions. The first shows any asset dependent upon the selected asset in the database and/or current scene (which materials use a given shader, which prefabs use a given material, and so on). The second option shows all assets used in the current scene. The third option shows all assets used in all the Build scenes. The final option shows all assets used in any scene.
One thing I really missed from Unreal was the various performance views it provided. This was my variation in Unity. It shows the texel density, mip level, vert contribution (based on total scene vert count) and vert density (based on the objects verts per meter).
Between projects at Airtight we were told to "find something to do". I created this game during that time.
It wasn't until Soul Fjord was almost done that Unity 2D was released. I created this tool to easily convert our Flash animations to sprite sheets that could be imported into Unity. The tool would also set up the animations with the proper sequence.
Before the Unity 2D sprites became available, I was working on a 2D game. We wanted to minimize overdraw, but did not want to constantly be making new meshes for our sprites in Maya. This tool allowed the artists to create sprites that matched their textures.
This is a tool I created while we were prototyping various ways of creating animated sprites in Unity. The tool takes a series of images and creates an animated sprite asset.
We wanted to have trap rooms in Soul Fjord that were synced to the beat. I created this tool to allow the artists and designers to visually create trap sequences that would trigger exactly to the music beat.
A shader I made in UDK to simulate a dynamic cloud bank.
Click here for material break down.