Onions have layers (and so do our scenes!)


Our games are essentially made up of flat pictures. I believe that removing the concern over the amount of polygons that make up a scene, allows us to add in an inordinate amount of detail into each image.

A 3D model is generated first.

We can also focus on how we compose the environment – having full control over how the player will visually perceive an area.

‘After Effects’ is used to composite the scene

Animated areas can give the scene the illusion of depth, because this is after all a flat picture. Adding motion does however take some planning.

Images are rendered out as animated frames which are then imported into After Effects. In After Effects, stock footage (smoke, fire and other natural elements) is added.

Animated areas are masked out and rendered as separate sprites and layers which are then imported into the game engine.

Animated areas are masked and rendered separately.

Working this way allows us to have a good idea about what the final scenes will look and feel like before it is imported into the engine.

We can iterate quickly to get to a final result that we’re happy with!


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