Before our game, “INKS,” found its unique art style or even its name, I was deeply curious about creating splat graphics for games. I aimed to learn how ‘shader’ code could be used to achieve organic splat shapes. As the gameplay for “INKS” took shape, we discovered it was an ideal match for this approach.
This blog post delves into the different techniques I used to design the splat shapes and create the ink running animation with shader code. Enjoy this behind-the-scenes glimpse, sprinkled with technical breakdowns and demonstrations.