What A $1,000,000 Game Looks Like Behind The Curtain (PontyPants' A Difficult Game About Climbing)

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@Pontypants takes me inside his viral game A Difficult Game About Climbing... and I couldn't stop laughing. You're going to learn a ton. ► Learn how to make a game studio from your bedroom, free: https://www.fulltimegamedev.com/opt-in-how-to-make-six-figures ► Watch the full episode: https://youtu.be/xtuu-VRA1UQ ► Enroll in my 3D workshop, free!: https://www.fulltimegamedev.com/opt-in-15-minute-3D-game ► Make your game instantly beautiful with my free workbook: https://www.fulltimegamedev.com/opt-in-instant-beauty-color-workbook ► Get my 2D game kit, free: https://www.fulltimegamedev.com/opt-in-2D-game-kit ► Join my 2D character workshop, free: https://www.fulltimegamedev.com/opt-in-2d-character-art-workshop ► Wishlist Twisted Tower: https://store.steampowered.com/app/1575990/Twisted_Tower/ ► Learn how to make money as a YouTuber: https://www.fulltimegamedev.com/opt-in-indie-game-income-workshop ► What I believe: https://youtu.be/jQK3LniPMq4 Chapters: 00:00:00 - Introduction to A Difficult Game About Climbing Overview of the game, its single massive level, and initial setup challenges. 00:03:15 - Water Generation and Visual Effects Explanation of how water is generated at runtime, including plane attachment and shader tricks for refraction. 00:06:30 - Multi-Camera Rendering System Discussion on using multiple cameras (main, background, and foreground) to achieve orthographic and perspective rendering for gameplay clarity. 00:09:45 - Parallax and Precision in Game Design Exploration of parallax effects, the importance of precise visuals in rage games, and avoiding player confusion. 00:13:00 - Background and Fog Techniques How fog and depth ramps create the illusion of detailed backgrounds, with dynamic sky changes based on player height. 00:16:15 - Optimization and Occlusion Culling Overview of optimization strategies, including Unity’s occlusion culling and challenges with shadows in mixed camera setups. 00:19:30 - Mesh Baking and Texture Atlases Using MeshBaker to combine meshes and create texture atlases for reducing draw calls and improving performance. 00:22:45 - Shadows and Performance Issues Analysis of how shadows impact batch counts and strategies for managing real-time lights to optimize performance. 00:26:00 - Level Design in Blender and Mesh Combining Workflow for designing levels in Blender, combining meshes for efficiency, and handling materials for optimization. 00:29:15 - Wrapping Up and Final Thoughts
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What A $1,000,000 Game Looks Like Behind The Curtain (PontyPants' A Difficult Game About Climbing)