
3D Artist • Procedural Environment Creator • Unity Asset Store Assets & Tools • Former Architect • Building a C&C-inspired RTS @FracturedRTS
Scotland
Joined July 2024
- Tweets90
- Following109
- Followers351
- Likes564
Pinned Tweet
This modular terrain tileset and river tileset can be combined to make maps like this one.
Next ill be adding a paths/bridges/steps pack, then i'm considering branching out into cave or dungeon modular tiles if the interest is there for it!
#gamedev
The map editor for our RTS taking shape!
Soon we'll have splat map painting, object scattering etc to make map creation way easier.
#gamedev
I'm pretty chuffed with how these snow track details turned out.
You couldn't see them at all in the last vid, so beefed up the normal strength and here they are 😆
They are spline based so easy to place, and look pretty cool overlapping each other.
#gamedev
Making progress on the arctic research station map for our command & conquer inspired RTS @FracturedRTS
All buildings can be garrisoned, with the big radar being an object to capture to unlock an undecided benefit!
Still a bit to go but getting there!
#gamedev
Implementing a dynamic destruction system for our new snow map. Rigid bodies react to the location & force of the explosion.
Should add to the strategic gameplay (and looks cool 😎)
Will add some VFX next!
#gamedev
I don't know if people are still as amazed by substance designer as I am
It's been a while since I used it but cracked it open today to make some frozen snow tracks for our RTS map. The level of control is unparalleled, so much fun.
#gamedev
I made a fully modular tile based terrain system for Unity to build maps for our RTS.
This is the river & lake tiles, there's also a cliff set + waterfall transitions.
I also built a biome manager to assign material properties across mulitple materials/shaders.
#gamedev
Celebrate the impending weekend by blowing up a bridge.
When the explosion intersects the bridge sections it swaps out the mesh for a pre fractured version and applies rigid body forces accordingly.
Should look pretty good with the addition of some dust/ debris VFX!
#gamedev
Real time destruction system set up in @unity for our RTS @FracturedRTS - simply replaces the mesh with a fractured version upon intersection with the explosion radius & applies forces to the pieces.
We're going to have some fun with this!
#gamedev
The shader's global water level attribute allows you to dynamically simulate the swelling or drying up of the river depending on the weather or season ... if you're into that kind of thing
#gamedev
The shader now detects the camera projection and does slightly different calculations to ensure the water depth and edge foam work correctly in isometric mode!
This article was a huge help: cyanilux.com/tutorials/depth…
#gamedev
Lake/Shoreline terrain tiles done!
Looks both ominous and tempting (cold water therapy anyone?)
#gamedev
I love when coding and art intersect - like this little stopping animation is purely code driven, allowing variables like the unit's speed and weight to affect it in real time
#gamedev
Texturing workflow for our @FracturedRTS units:
-> Assign trim sheet material in @Blender
-> Bake to 1-1 UVs
-> Damage/dirt/player marking masks in Substance
-> Controlled by shader in Unity
Gives loads of flexibility + colour/damage variation + high fidelity!
#gamedev
A mine drone from our RTS @FracturedRTS, off to cause trouble
#gamedev

