whoa, time flies...!! Effects So, i was wondering if it's interesting to post some of sfx i made for the game. Amost (maybe) all of the them i made using after effects, photoshop and illustrator. I believe some techniques could be useful for other people who are doing pixel art or cheating at it. I'm a pixel art "cheater". *There is an illustrator/animator working on My Night job. He's responsible for characters, animations etc. His work os more like pure pixel art and stuff. The cornerstone of most of effects is "HD index painting" technic, by this amazing pixel artist, Dan Fessler: http://danfessler.com/blog/hd-index-painting-in-photoshop I believe this technique could be adapted to other situations, like realtime shaders for instance. Wiggle: Here i used a looped wiggle ( http://motionscript.com/design-guide/looping-wiggle.html ) expression on after effects to create a firefly swarm. I made it reusable, slider controller (attached wiggle variables to those sliders) so i could customize different swarms to use across the mansion. At end, i just used once in game, but learned how to use slider controllers on after effects :)) Fake 3d Extrude The original idea was to extrude a 2d key into a rotating object... Inside a composition, when i duplicate layers, the script will change the Z-offset to distribute those layers equally, making the illusion of extrude. this key wasn't used at the end, but i made some rotating debris cluster to be used when a room is demolished ingame. Metal slug use this trick to have dozens of moving objects onscreen using few particles. debris cluster are vector images, extruded, with posterized color and AA turned off Dither Patterns I assembled a mini library with different dither patterns, to be used with HD painting trick Lighing Shaft Extruded profile made on illustrator, later on blur, color posterize, dither pattern... On the final version, i added a ripple effect to deform light shaft's base Clockwork At first, i made the gears rotate, but after effects was having soume trouble to render the edge pixels correctly, so on the second try, i made the holes to rotate (using inverted alpha stencil). Using images was considerably harder to achieve a "soft" pixel-circle, so i made most the shapes on Illustrator. Used a radial blur+noisy texture to add some grain on the gears. Chains are moved with Offset filter. The smaller have half size of the big one, so i can fit both on a animation cycle. Skull Smoke & Explosion This smoke was made to be used in the intro cutscene, but later i used on a background When i discovered Gradient Wipe on after effects, i just went crazy! As we can imagine, this filter makes possible to animate a transition based on value, from a given image. For instance, i use vale to make skulls appear and dissapear. Then i mapped those textures into a sphere, to give some volume to them... and added ripple, to make it more like steamy This explosion is similar. Used the same gradient wipe to make stuff dissolve, added particles on the background (grey matter). On dust layer, added two twirl effects The color was made possible with Colorama, (works similar to gradient map, on photoshop). Uploading Survivors into the rescue helicopter. Used when you're rescuing survivors from the mansion. A texture with pattern dither + gradient ramp is used to make survivors appear. Walking animation is a very simple wiggle expression ( "wiggle(2,3)" ) Well, this is what i have to show for now. Next post, i'll talk about interface and typeface on the game Also, interface animations were prototyped on after effects before implementing on (harsh) unity timeline.