- Created the effects for sound including the speaker rings, oscillator (sound wave) and particle effects that bleed from the amps.
- Created the ‘portal effect’ that joined the players 'loft' and the 'concert'.
- Helped design and direct most of the mechanical aspects of the game such as the lighting state system, post effect system, gear swapping, etc.
- Fixed any arising issues the environment artists were having with the tools pipeline and general art issues.
- Designed custom lighting mood setting architecture used throughout game
Other artwork contributed by:
Background loft created by Marc Campbell and Steve Coyle.
Note-way (fret) and Strings created by Andy Littleton.
Amps and Gear created by J.D. Craigg and Michael Climer.
"Your living room wall dissolves away and a stadium of your imagination is reviled from behind."
2 scenes were rendered to back buffers. 'The Loft' (living-room foreground) and 'The Venue' (stadium background)
A shader for the back wall that acted as an alpha transition between the two, animating open as if a smoky portal to another world.
The opening effect was created by projecting a large black (alpha mask) dot for the 'hole' and perturbing the UV cords of the edges via two offset maps that rippled the resulting UV cords as the portal scaled up in size, giving it an organic swimmy look.
Shader was written in .hlsl, variables, gerbils and constants were stored in .nsf files (engine specific formats to help with shader conversions to ps3, ps4 and xbox1 consoles.)
Tone, amplitude, distortion, etc. from the input sound converted into a series of variables that among other important things, determined the look of the sound waves generated by the amps.
Frequency / tone was represented by the leangth of the wave. ( How many waves went around each ring. )
For example, you can see top left wave expression has a higher tone than top right. (those should be animating .gif's below)
The overall tone from base to treble was also represented by color as seen below. Lower tones tended to the blue while higher are lighter colors.
Distortion, fuzz and effects were represented distorting the edge of the ring. 4 different textures blended into the line used to make the wave form look depending on pedal settings.
The plasma like effects start to burn off from the amp when the player is doing well, hitting all the notes, the better the player does the more the amp lights up. I'll just say there was a lot of interesting stuff that went into getting the system to work instead of writing pages of words.