Ori and the Will of the Wisps - Setdressing Process - Save Room

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  • เผยแพร่เมื่อ 31 ม.ค. 2025

ความคิดเห็น • 17

  • @corruptedteka
    @corruptedteka 4 ปีที่แล้ว +7

    All the layers that go into each room... It's mind boggling. You really do a fantastic job constructing the areas !

  • @dpeterson5630
    @dpeterson5630 3 ปีที่แล้ว +2

    Ori is my favourite game in the world and getting to see how much work went into just one room is absolutely incredible. Thank you for posting this, it's so inspiring!!

  • @jackychan7511
    @jackychan7511 3 ปีที่แล้ว +4

    Wow its so amazing to see it all come together! I hope you will post more because its really inspiring. I watch these while drawing.

    • @florianheroldart
      @florianheroldart  3 ปีที่แล้ว +3

      Hey, thanks a lot! Unfortunately I do not have any others, posted them all :)

    • @jackychan7511
      @jackychan7511 3 ปีที่แล้ว +1

      @@florianheroldart Ahh I see, thanks for sharing these ones then! : D

  • @owentygues7109
    @owentygues7109 3 ปีที่แล้ว +2

    Изумительно... Сколько работы было проделано, невообразимо, какая же кропотливость)

  • @xosemblanco
    @xosemblanco 3 ปีที่แล้ว +3

    I would really love to see what kind of cool stuff do you guys have on that custon Unity Editor Build. On top of that, the amount of assets and the quality of those is amazing, congratulations to all the team for the amazing work.

  • @Niko_3D
    @Niko_3D 3 ปีที่แล้ว +2

    Insane level building.

  • @TeeinnHuang
    @TeeinnHuang 8 หลายเดือนก่อน

    It’s gorgeous work, love it so much even now.
    I really curious about that painting light on the scene, it’s insane. How do you guys archive that?
    Does that paint on vertex of sprite ? Or creat a new texture for them?

  • @MrNaos76
    @MrNaos76 4 ปีที่แล้ว +3

    Thanks for sharing your process ! :D

  • @Jetaru
    @Jetaru 3 ปีที่แล้ว +1

    So are all of these assets 2D? If so that's incredible how well done it is!

  • @DREWUTNIA666
    @DREWUTNIA666 3 ปีที่แล้ว

    17:32 i wonder what was that ability meant to be on Y

    • @3m3v4s
      @3m3v4s ปีที่แล้ว

      Swordstaff

  • @3m3v4s
    @3m3v4s 2 ปีที่แล้ว +1

    Hmm wouldnt have guessed that this room was made in 2019 Its a pretty early area in the game tbh, now i know why they delayed ori for 2019 its because of this room lol

  • @naejimba
    @naejimba 3 ปีที่แล้ว

    So it seems for the layers that are further back, or in the foreground, they have a blur effect on them. Is this something specifically done to that layer? Also, I noticed something that automatically outlined the layer the player interacts with to create proper collision. Is this something that exists in unity, or is it a specific tool you guys made? In fact, is this screen that we are looking at, where you can place the assets and view what they would look like in real time, a custom tool?

    • @florianheroldart
      @florianheroldart  3 ปีที่แล้ว +2

      Hey, the blur is applied to different distances and we could set the strength we wanted. This and the automatic collision I believe were custom built. The screen you place assets in is just the standard scene-view in Unity and you can see the proper game camera in the game-view window.

    • @naejimba
      @naejimba 3 ปีที่แล้ว

      @@florianheroldart , thank you for the response!