These are so bad; post processing isn't as simple as "throwing some filters" onto things. Cheap lazy devs do this all the time and it makes me pull my hair out every time I see an overblown bloom and unnecessary chromatic aberration that destroys the entire clarity. Thankfully people who do these are incompetent, so they aren't making games worthy of playing.
I understand where you’re coming from. It can be frustrating when it seems most devs use a generalised/one size fits all approach to graphics. But that is not what I’m here to do. I strive to spark inspiration and deliver niche concepts surrounding the game dev tutorial scene. These ideas should be treated as a starting point, rather than a complete solution. For example, I pulled Chromatic Dizziness from SOMA as an inspiration and in the video I show how to approach making this similar effect in your own projects. All I’m here to do is spark inspiration, I love seeing what my viewers can create with these concepts.
Awesome tut!
These are so bad; post processing isn't as simple as "throwing some filters" onto things. Cheap lazy devs do this all the time and it makes me pull my hair out every time I see an overblown bloom and unnecessary chromatic aberration that destroys the entire clarity. Thankfully people who do these are incompetent, so they aren't making games worthy of playing.
I understand where you’re coming from. It can be frustrating when it seems most devs use a generalised/one size fits all approach to graphics. But that is not what I’m here to do. I strive to spark inspiration and deliver niche concepts surrounding the game dev tutorial scene. These ideas should be treated as a starting point, rather than a complete solution. For example, I pulled Chromatic Dizziness from SOMA as an inspiration and in the video I show how to approach making this similar effect in your own projects. All I’m here to do is spark inspiration, I love seeing what my viewers can create with these concepts.