The "Ball Project" was a FPS game I was building inside of UDK where the player utilizes a jetpack. I chose the working title because the physics were completely driven by UDK's proprietary spherical rigid body physics inside Uscript.
The buildings are being colored with Uscript. Every mesh is using an instance of the same shader that uses masks to drive the color values. At the start of the game, every building mesh that is inside of a "ColorVolume" is sent the color parameters of that volume. In this way, I could easily use volumes to color entire buildings in one fell swoop.
To help drive my pixelated aesthetic, I authored a dithering shader and post process effect to emulate the pointillism technique oldschool games used to use to blend colors together.
For the shader, I am looking up the relative camera normal of any 4x4 UV area of a model and associating that with 1 of 16 dithering patterns. 
For the post process effect (seen above) I am simply associating the average brightness of a 4x4 area with a dithering pattern. The post process volume does tend to get muddied when a lot is going on in a scene, so I opt to use the shader for most things.
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