- Even if we can do the entry in any software, are there any limitations on the tech? For example, I guess fluid sim is out of the question for realtime. Are we limited to particles? Meshes? etc
We are not discouraging the use of fluid simulation software however we DO encourage conveying the practical application into a game engine. For example, creating a flip-book out of an amazing fluid simulation. Always keep in mind the art direction of League of Legends.
- Should we deliver an interactive executable to show it is indeed realtime?
That is not required.
- Can we create our own custom shaders for the effect?
Replies
for the impact maybe something like this : https://vimeo.com/81277405
"Submit a render in Quicktime H264 format from the front, side and ¾ views"
But you are correct they dont mention if it has to be realtime or not.
Bonne chance!
I love the swirly motion! ^_^