Velan Studios Velan Studios Blog

Tip of the Brush - An Exquisite Corpse

Various Artists — March 22, 2019

Seven Velan artists come together for an off-the-wall drawing exercise.

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Tip of the Brush - Challenge Me

Stephanie Stoner — March 15, 2019

Keeping your artistic skills sharp requires constant challenge— Character Artist Stephanie Stoner shares her experience with ArtStation challenges and how they benefit her art.

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Tip of the Brush - A Journey from Illustration to UI

Kara Zisa — March 8, 2019

UI Artist Kara Zisa describes how a traditional arts education prepared her for life in the games industry.

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Tip of the Brush - The Joy of Technical VFX

Christopher Pavlovski — March 1, 2019

VFX Artist Christopher Pavlovski demonstrates how emerging technology can level up your art, with examples of visual effects generated in Unreal 4.

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Tip of the Brush - A Question of Culture

Ben Greene — February 21, 2019

How does one intentionally construct something as nebulous as culture? In a new segment from Velan Studios artists, Art Director Ben Greene weighs in on building teams and creating positive culture.

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Our First Open Source Release

Chris McEvoy — May 2017

Today the programmers at Velan are releasing two of our lock-free data structures; a lock-free queue and a lock-free integer pool. We use both as a core part of our Viper technology.

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How We Write Code

Chris McEvoy — May 2017

The programmers at Velan write a fair amount of code. Recently we have been thinking about how we write code, and what we want our code to look like. After some discussion, we have distilled our thinking down to three high level points.

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A Modern Shading Language

Brett Lajzer — December 2016

High-level shading languages (GLSL, HLSL, MetalSL, etc...) are one of the few areas in games and graphics programming that, despite their name, are still very low level and have evaded tighter, more meaningful integration with applications. There have been past attempts to provide richer semantic information, but those are largely couched in the realm of being wrappers over an existing language: e.g. FX and Cg. The biggest issue with this approach is that the semantic information isn't a first-class citizen of the language. These wrappers are just fancy variations on the C preprocessor, which by definition makes them lossy. What we really want is a language that has application-level semantics built into it. Let's start by examining why, especially through the lens of game development.

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