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Bleeding-Edge Effects on Mobile

Andy Saia (Technical Director, Level Ex)

Sam Glassenberg (CEO & Founder, Level Ex)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass - Get your pass now!

Topic: Visual Arts

Format: Session

Vault Recording: TBD

Audience Level: All

Creating high-quality VFX on mobile is hard but when done well it can provide a unique visual identity to your game, create interesting gameplay possibilities, and just make everything awesome.


Learn how Level Ex squeezes all the VFX juice out of mobile devices to create:

=>Shaders that grab, twist, and pull geometry.

=>Flesh that can bleed, be cut, and burnt.

=>Fluid approximations of water, blood, and boogers.


The goal of the talk is to break down seemingly complicated effects into simple steps providing you everything you'll need to implement effects like these to solve a wide variety of VFX problems.

Takeaway

Attendees will take away techniques such as:

=>Procedurally generated UV masks

=>Vertex shaders that deform and manipulate geometry

=>SDF raymarching


Once understood these techniques can be easily implemented to solve a wide range of VFX problems on mobile, AR, or VR platforms.

Intended Audience

This talk is technical in nature but is meant to be accessible to any technical or VFX artist looking to learn new and powerful shader techniques.