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Slimelight : Prototyping

Writer's picture: Ryan PallesenRyan Pallesen

Once slimelight was approved for proof of concept, I moved forward into prototyping. In order to prototype efficiently, Assets were bought and cannibalized for features, as well as code being re-used from earlier projects.

One of the first things I developed was a decal shader and particle system tie-in for slime splattering.




I also used the asset ProBuilder and ProGrids to efficiently prototype level designs and layouts for gameplay, as well as having all enemies use the same models for efficiency.





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