With shaders, we’re basically simulating light physics. This raises many other more complex questions - for example, there’s a great deal of active graphics research into how we best represent physics within a computer. The BalanceĬomputer graphics for video games have a simple goal - create an image that visually represents a world. I’m excited to talk about this because the intersection of engineering, art, and design is a personal passion of mine. Shaders are the programs behind what most people consider a game’s graphics - how a program running on your GPU takes in scene/game data and creates the pixels seen on screen. I’m specifically going to focus on shaders, which are an essential part of computer graphics, my area of expertise. Art style is related to several aspects of game design - sometimes it means shaders that affect visibility in light/dark environments, and sometimes it means UI considerations like details in a playable space and off-screen clutter. I’ll be talking about gameplay clarity in VALORANT, and how we balance art style, performance, and game integrity. We’re responsible for taking requests from artists and designers when they require deep game engine changes. Hi, I’m Brandon “mochi” Wang, a software engineer on VALORANT’s Content Support team.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |