A collection of different references / misc VFX styles that I think would be interesting to work on / implement in GAM300. >[!note] >Note that all of these aren't a locked-in style that I want to do, this is just a list of stuff I think might be interesting to incorporate / mix with each other. ## Glitch Art / jam2go A thing that I've been interested in for a while is glitch art and effects in a game. A lot of this comes from really liking [Jam2go](https://www.youtube.com/@Jam2go)'s videos on his development on his horror game [Gangstalk](https://store.steampowered.com/app/3235140/GANGSTALK/). Note that most of the references I'm going to mention are really intense because they are for horror games, if toned down I definitely think it could work as just a small visual spice for a non horror game. ### Data Moshing Datamoshing is a glitch effect that is a result of data / frames being dropped when playing compressed video. >[!example] ![[../../00 Asset Bank/Pasted image 20250406194050.png]] My idea for this would be something akin to 'damage' triggering this effect. >[!example]- Reference Video >![](https://www.youtube.com/watch?v=Uapad3pVxBY) Something brought up in the video is masking the datamosh to only apply to specific objects, which could be used to tone down this because datamoshing the whole screen can be really intense. ![[../../00 Asset Bank/Pasted image 20250406192134.png]] ## Celshaded An interesting celshaded game that I've seen is [Sable](https://store.steampowered.com/app/757310/Sable/), the thing I thought was unique was just how edges are fixed width lines. ![[../../00 Asset Bank/Pasted image 20250406193541.png]] ![[../../00 Asset Bank/Pasted image 20250406193554.png]] ![[../../00 Asset Bank/Pasted image 20250406193610.png]] ## Painted I've seen a lot of shaders made to try to render the scene as if its a painting, I think a lot of them are cool but using it would be a big commitment to the game's style. We could still use it though by making it only apply to specific objects, or alternatively having the whole game be painted but important objects are rendered normal. Very hesitant on these shaders though because of the amount of noise / constant movement in the image which makes it hard to tell whats going on. >[!example] [Van Gogh Style](https://www.youtube.com/watch?v=e06OM1XonA8&t=266s) ![[../../00 Asset Bank/Pasted image 20250406192902.png]] >[!example] [Claude Monet Style](https://youtu.be/_VEUioLmyPI?si=mVNqIJEFA8cC7Y79) >![[../../00 Asset Bank/Pasted image 20250406194345.png]] Style that would probaly be closer to something we could actually use that I found that uses the Kuwahara Filter ([source](https://www.reddit.com/r/IndieGaming/comments/sitxng/kuwahara_filter_lineart_post_process_lumen_3_free/)): ![[../../00 Asset Bank/Pasted image 20250406194906.png]] ![[../../00 Asset Bank/Pasted image 20250406194929.png]]