Overview
I had the privilege of writing a for Epic Game’s tech blog. In this feature I show developers how to leverage utility widgets in order to quickly stylize large amounts of assets thus making a job that could take months into an afternoon of work. This stylization pipeline is what I use in Ira Act 1: Pilgrimage in order to get high quality assets in the game without the need of a large development team. I’m a big proponent of working smarter not harder.
The original version of my deferred rendering pipeline stylization shader / toolset is also showcased. Currently this tool set has been substantially improved upon vs what’s currently showcased. That beginning said this tech blog is still relevant for other developers, and is a good example of what’s possible with the deferred rendering pipeline.
NOTE: This tech blog is outdated and reflects my skillset in that time period many years ago. I’m aware that are a number of improvements that could have been implemented in this system, but at the time it met or exceeded it’s optimization requirements, and that’s what mattered.