INSIDE Articles | The Weight of Detail
The Weight of Detail
Keep in mind that this is not meant to be a ‘how-to’ tech tutorial – It’s just a brief behind-the-scenes look for fans who want to know a little bit more.
Neon tube flicker
Some of the ones in the shockwave area flicker on and off to the rhythm of the blasts. Even the ones that are always on have a steady, barely-perceptible flicker.
The curve editor allowed us to plot out the flicker behavior of all the items we added to the list: lights, decal, glow and flare materials, etc.. it could also be hooked up to the sound, so that everything worked in sync. It may seem strange to go so far in depth on a mundane detail like a fluorescent lamp, but as I see it, it plays off the style of the game perfectly.
The sparseness of our environments make every detail that is there more significant. So these subtle touches can be appreciated and sometimes even become little moments in themselves (as in the case of the flickering fluo lamp at the end of the shockwave area).
Had to do the CRT screens as well :)
Faked translucency
In this case, I placed the target in the foreground, so that the effect of the decal faded in just as the bright area in the backdrop passed behind the lamp. The result is a completely opaque object looking like it’s letting some of the backlight through.
The specular target is positioned to simulate the direction of the implied light source.
Dynamic specular effect
Ambient occlusion decals
Many of the lights we placed in our scenes were meant to simulate diffuse light and therefore did not cast shadows. To ground dynamic objects like these falling boards, we placed ambient occlusion decals on each one of them. It is these decals that produce the soft shadow blobs under the boards as they flip around and settle on the ground.
The big blue wireframe you see moving with the plank is the AO decal.
Everything from falling chunks of concrete to the Creature itself had a number of these AO decals placed in them to create this grounding effect.
The Nixie Counter
Basically, we didn’t want the numbers just popping on and off because IRL, the tubes take a little time to cool down (and that looks kind of nice).
So Martin Fasterholdt designed a custom script which allowed me to not only fade the intensity of the tubes over time, but also to modulate their color. This is what is creating the feint violet-tinted ‘ghosts’ as the counter cycles through the numbers.
Button effects
The submerged buttons also have a special cone-shaped emitter included in the ‘ON’ state. The particles it generates have the same bright red color as the button, giving the impression that it is lighting up the water dust passing in front of it.
Mindhat ripple effect
It’s a bit of a hair-raising moment: the mind control, Martin SA’s visceral drone… I thought I would provide a subtle visual echo for that powerful, rolling sound.
Scripted light fades
Another bit of technical trickery happening during this mindhat sequence is a very slow increase in the intensity of the sunlight hitting the backdrop.
As soon as the Boy jumps into the hat, the Directional light and a yellow-tinted fog plane associated with it begin getting stronger, making it seem as though the sun is emerging from behind the clouds..
I first considered this effect simply to help the transition between the dark rainy sky we see at the start of the pig chase and the brighter sky we see in the wasteland. But when I synced it with the activation of the mindhat, I think it became more than that – a kind of surreal time lapse.
Original Article by Marek Bogdan, 2017[blog.playdead.com] posted on official Playdead website
This guide was created by its original author on the Steam Community. Are you the author and want it removed? Request removal.