top of page

Slimelight : Prototyping

  • Writer: Ryan Pallesen
    Ryan Pallesen
  • Aug 16, 2020
  • 1 min read

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.





Comments


bottom of page