Alex Figar

@alexfigar.bsky.social

Game Developer, 4 years experience working on VR/AR projects in Unity. Currently creating pretty little planets full of smol lil guys

Cave's of Qud released yesterday after 15 years of development and I am completely enthralled by the visual work on display here. The info density, palette, and visual artifacts hitting on all cylinders in both the menu system and the environmental design of the gameplay. It's fucking good

Screenshot from Caves of Qud gameplay highlighting its use of a limited color palette to direct attention.Screenshot from Caves of Qud menu system (Quests) showing it's information density and text-heavy aesthetic.Caves of Qud character creation screen. It's very minimal in contrast to the other information dense screens in the menu system.The environmental design of Caves of Qud has beautiful moments of symmetry and again a powerful color palette.

Funny story: Journey had no automatic shadows. I painted them all by hand. The shadow texture was not hi-res. To get the iconic sunset columns to cast sharp shadows, I made sure that they aligned with the pixel grid of the texture. Here you can see the shadow map I painted.

The sunset tunnel moment from the game Journey, where the player slides from right to left past columns throwing shadows towards the camera. The bright glowing sun sets behind the distant mountain. The scene is tinted in glowing warm shades.This is a black and white texture I hand painted to map shadows into the downhill scene in the game Journey. Most games generate these textures automatically, but I did it by hand because we did not have the tools to do so during Journey's development.A close up of my hand painted shadow texture, showing that the shadows of the columns in the sunset tunnel were aligned with the pixels of the texture to achieve maximum sharpness in game, despite the resolution of the texture being very small for the amount of area it was covering.