Allie
abcallie.bsky.social
Allie
@abcallie.bsky.social
she/her 🏳️‍🌈
Game dev for life • Gameplay engineer • Grower of Tomatoes
Reposted by Allie
On characters, we customize normals beyond soft/hard edges. This is key for faces, so they don't have weird jagged shadows across low geo surfaces, like a cheek. Normals facing up get full light and smoothed normals facing down get a rounded shadow (at the jaw, under the nose for some heads, etc.)
January 23, 2026 at 7:53 PM
Reposted by Allie
This also means that some elements are fully modeled in, when you might not expect it. Where other games might choose to use a normal map for tiny details, we use geometry, for the linework. We actually use a lot fewer textures than you might expect overall, but that's a post for later.
January 23, 2026 at 7:53 PM
Reposted by Allie
To look more "hand-drawn", interior hard edges may get a couple soft edges to break the line, so the line isn't solid and has moments to rest. This isn't dissimilar from line breaks in Cozy Grove (which *was* actually entirely hand drawn). It also helps reduce feeling visually noisy.
January 23, 2026 at 7:53 PM
I love the sky in this screenshot! Beautiful!
January 17, 2025 at 5:18 AM
Can confirm
January 13, 2025 at 11:53 PM