We are a small independent game development company based in Seattle and Atlanta.
We’re currently working on our first game – Scrollwarden.
Scrollwarden is our upcoming first person stealth + puzzle game inspired by our memories of games such as Thief, The Legend of Zelda, Myst, and Amnesia: The Dark Descent. We’re really excited to be launching on PC in early 2019!
Latest Blog Posts
In the next few weeks we will begin publishing some of our work as blog posts and technical discussions about what we’ve done. For now, consider this devblog a work in progress as we are more focused on developing our game than we are on posting posts.
One perfectly valid use for detail masking is to mask off areas where you don’t want detail mapping to occur. This is particularly useful if you are packing multiple different surface textures into an atlas, and want, say, your wooden parts to be grainy but not the metal parts.
Ever since the release of Unity 5.0’s Standard Shader, Unity has had built-in support for detail-mapping.