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Harry Alisavakis

My journey through video game development

Technically Art: Issue 141 (17.1.2025)

Technically Art: Issue 140 (22.11.2024)

Technically Art: Issue 139 (16.04.2023)

Technically Art: Issue 138 (11.02.2023)

Technically Art: Issue 137 (09.12.2022)

Blog posts My take on shaders

My take on shaders: VFX Master Shader (Part I)

By Harry Alisavakis on Sunday, June 2, 2019

As some of you might have noticed, I recently dove into the interesting field of VFX, as it felt like it combined my love for shaders (and technical art in general) with an artistic process which has a lot of impact on the aesthetics of a game as well as its feel and gameplay. While …

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Technically Art

Technically Art: Issue 20 (31.05.2019)

By Harry Alisavakis on Friday, May 31, 2019
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Technically Art

Technically Art: Issue 19 (24.05.2019)

By Harry Alisavakis on Friday, May 24, 2019
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Technically Art

Technically Art: Issue 18 (17.05.2019)

By Harry Alisavakis on Friday, May 17, 2019
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Technically Art

Technically Art: Issue 17 (10.05.2019)

By Harry Alisavakis on Friday, May 10, 2019
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Technically Art

Technically Art: Issue 16 (03.05.2019)

By Harry Alisavakis on Friday, May 3, 2019
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Write-ups

Write-up: Tornado & Explosion

By Harry Alisavakis on Tuesday, April 30, 2019

Recently I started experimenting with VFX and my 2 first entries on the field were 2 pretty standard concepts: a tornado and an explosion. Actually the whole idea of getting into VFX dawned on me after watching an awesome VFX tornado by Spyro. So I tried approaching VFX my own way, with my existing assets/shaders …

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Technically Art

Technically Art: Issue 15 (26.04.2019)

By Harry Alisavakis on Friday, April 26, 2019
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Technically Art

Technically Art: Issue 14 (19.04.2019)

By Harry Alisavakis on Friday, April 19, 2019
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Blog posts Write-ups

Write-up: Magical Marbles

By Harry Alisavakis on Wednesday, April 17, 2019

I guess this is the first entry to this category, since I never had such a demand for a write-up before. So here goes! The different between this format and regular “My take on shaders” post is that this is a more direct format, just going through a particular effect that I find too specific …

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