Hey y’all, I’m back from a short trip to Tennessee where I was stuck in an airport for 6 hours so I decided to film a new episode of PopCast. This ended up with me focusing on a neat element that I hadn’t thought about documenting before, even though it is one of my most requested tricks. The focus is: slack wraps.
As usual, I want to give a big shout out to all of my Greg Knowles, Jeff Atwood, and all of my sponsors on Patreon.com/docpop who help make this show possible.
In Lucas Pope’s newest game, “Return of the Obra Dinn“, you play an insurance adjuster who travels to an abandoned ship to learn what happened to it’s crew. It’s an insurance themed murder-mystery game at sea.
Christine and I just finished the game and loved the experience. The story is fantastic, but what really hooked us was the highly stylized graphics. Lucas wanted to recreate an old school look similar to what you’d find in older Sierra Online games. To recreate this look, Lucas takes a 3D environment, adds wireframe lines (to give 3D objects a 2D look), converts it to grayscale, then uses a dynamic noise effect to break the shading into a dithering effect.
I remember a year back when he was sharing some of his early experiments and some of the challenges that dithering created when used in a 3D environment:
Front-back is hard to watch on loop so here's side-to-side instead. The dither pattern is less critical during camera translation because everything else in view is also changing. pic.twitter.com/28mva8uXeC