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Shader Magic with Ronja

By Art, Code, Knowhow No Comments

Hey there, I’m Ronja. I write code at Chasing Carrots.

My focus has been on graphics programming lately (for about 1.5 years and counting). Trying to replicate reality, graphics styles of other media, or to generate new patterns that are difficult or impossible to generate in other media, is all super interesting to me.

There are tons of tools to play around with for graphics programming or creative coding, which is the act of just making stuff to look or sound nice, without any other inherent use.

Result

Some examples of tools that are handy for graphics programming are:

  • Processing
  • Shadertoy
  • All major game engines

There are a lot more tools, often even not specifically made for graphics programming.

My personal focus is on writing shaders in Unity. Mainly because there is a friendly community around graphics programming in Unity, and because unity provides a framework that makes writing simple programs not too hard while still allowing us to write very complex setups with very advanced functionalities. Another obvious advantage of Unity for me is that I’m able to use my shaders in the games I make.

My personal journey to graphics programming and shaders began early last year when I joined the discord server of Joyce, also known as MinionsArt, who makes new shader tutorials every week (check her out!). Shortly after that I worked on a project for university and did some minor stuff to make the trees wave in the wind and animate the water. I quickly found the fun in shaders and started using them in places where I might not have needed them (for instance, I wrote a sprite animation system that’s mainly shader driven). And after that project I stuck to shaders, writing many more effects for many projects I was a part of.

In March of this year there was a big event called GDC (game developer conference) I didn’t go to. At the same time though there was also a smaller online event happening called notGDC, by and for people who couldn’t/didn’t want to go to GDC, but still wanted some of the networking/knowledge gain you get when attending the conference. I joined that smaller notGDC event and decided to try to give back to the community I learned so much from by writing shader tutorials aimed at beginners.

My plan was to have a tutorial for each piece of knowledge you need to understand the next tutorial, so I could always reference back to the old tutorials for people who want to learn a thing but don’t know the required basics yet. I managed to write 4 tutorials in 4 days for notGDC which set the start of a series of tutorials. From March to today I’ve managed to upload a new tutorial almost every week, only skipping a week when I was at an event (AMAZE). Each tutorial explains a new thing that’s useful to know about writing shaders.

Since then, many people told me that they started learning shaders with my tutorials and that means a lot to me. So, if you want to check out my tutorials yourself, you can find my website hereor get in touch on Twitter.

Introducing: Ronja Böhringer

By Code, Studio, Team No Comments

Orange has obviously been a dominating color here at Chasing Carrots. Today, however, we’re happy to announce that our palette has significantly expanded. We’d like to welcome Ronja, the newest and most colorful member of our team. Wanna know more about her? Well, check out some facts below.

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Introducing: Sebastian Schöner

By Pressure No Comments

Ladies and Gentlemen, your applause, please… Mr. Schöner has entered the building! Armed with an impressive set of formulaic, analytical and discursive abilities, he is the newest addition to our team. To balance these rather head-focused skills a little bit, his private pleasures include a strong attraction to, well, unusual kinds of heavy metal music (which leads to another head-focused ability). So beware of his mosh and get to know him a little bit more:

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Post Mortem: Pressure Overdrive

By Games, Press, Pressure Overdrive, Studio, Team No Comments

It was to become more than just a simple port of our debut project Pressure, and it quickly evolved into a full-time project that posed new challenges for our team at Chasing Carrots.

In the summer of 2017 we released our fun-racer Pressure Overdrive, the definitive version of our debut Pressure from 2013. Both games form the framework of the creation and development of our studio itself, from day one to right now. It was an exciting journey, albeit a rocky one, along which our team learned a lot and acquired a wealth of experience. We’d like to share these experiences, and in doing so we not only want to provide a look at the actual development of Pressure Overdrive but also to discuss what was crucial to the process.

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