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Dear Esther - Sea and Air

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Uploaded by on Sep 25, 2009

This video sows some of the early water and sky effects i've been working on for Dear Esther to help create a more dynamic and emmersive enviroment in Source.

Dear Esther is coming February 14th 2012 to Steam - visit our official Steam page here: http://store.steampowered.com/app/203810

You can keep up to date and find other info on our official website: http://dear-esther.com

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  • I Agree! Perfect analogy :)

  • @kisstharing

    Valve? Deadline?

    HehehehahahHAHAHAHAHAHAHAAAAAA­AAAAA!!!!!!!!!!!!!!!!!!!

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  • Just a wonderful preview what is possible with the source engine, but artists never take the time to do it :l good work man!

  • Dude! Those waves are sick! I've always wondered something like that could possibly be done. Is it a model or a displacement with a scrolling texture? Is that how you got it to bend like that?

  • @brisck1 you sir, are god. even gaben bows whan you walk by (good luck getting him to stop bowing)

  • @metzGRR Nope.

  • i could make water like this, not very hard, use a base water texture underneath, what they did here ( and then overlay an animated wave texture overtop (what they did here)

  • lovely 

  • The water is just amazing.

  • @MiroMiroSune The sky and water effects are made simply using the existing shaders available in the source engine, no coding was done for them. 98% of the visuals were done this way, simply through creative texturing. The only thing visually I had help with was the foliage sway, which was tweaked through code.

  • @MiroMiroSune The sky and water effects are made simply using the existing resources available in the source engine, no coding was done for them. 98% of the visuals were done this way, simply through effective texturing. The only thing visually I had help with was the foliage sway, which was tweaked through code.

  • @brisck1I'd like to know if the sky and water effects were purely the product of texturing or was there some programming involved? I started level design for the Source engine in 2006 and I find your work very inspiring. I'm beginning development of my first map in almost 2 years, I'd like to hear something back from you.

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