mmerchante wrote: »
I have some vfx questions too:
- 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?