Stefan Hell (Lead Programmer, Salmi Games)
Location: Room 303, South Hall
Date: Friday, March 24
Time: 11:30 am - 12:00 pm
All Access Pass, Core Pass
Programming, Visual Arts
Vault Recording: Video
Audience Level: Intermediate
Faced with the challenges of standing out on the constrained hardware of the Oculus Quest 1, Salmi Games created a highly stylized cartoon look for their game Sweet Surrender. Stefan Hell, Lead Programmer at Salmi Games, will share detailed insights into their novel solution to drawing outlines and inlines on objects in a highly performant way, avoiding post-processing effects and work-intensive hand-painted textures.
Along the way, Stefan will explore the major existing comic-shaded solutions and their various trade-offs. He will also detail the various constraints one faces when developing for hardware-constrained platforms like standalone VR and the importance of designing for your target hardware from Day 1.
Attendees will get a deep walkthrough of the tools and performant method used to support both outlines and inlines for a stylized look on constrained hardware. They will come away with all the tools necessary to implement their own unique implementation.
This is for graphics programmers, Virtual Reality and Indie developers looking to create stylized graphics for a hardware-constrained platform (like standalone VR).