Reconstructing Stylized Character Rendering — Part 2: Part-specific Materials and Shading Algorithms

Character materials: hair, visor, knitwear, coated shoulder, sleeve and garment hem

The shadows in white knitwear, reflections on coated shoulder armor, skin transitions on the hands, bright sleeve edges, and broken highlights in the hair arise from different material and compositing mechanisms. Explaining the complete character requires separating surface properties, directional responses, geometric outlines, and later overlays before assessing each difference from the reference. The previous … Read more

From Assets to a World: The Two Filling Systems That Populate a Planet

Revision note (2026-09-30): This article records work from 2026-07-06. Early proxy designs, sample measurements, and evidence about the original algorithm are distinguished below. Pending work retains its historical validation scope. Later progress is covered in heightmap reconstruction and POI, Stamp, vegetation, and rock layouts. AI-Assisted Game Dev · Asset Reverse-Engineering Series, Part 4 · Scene … Read more

Procedural Planetary Terrain: Generation Pipeline and Ground Materials

Revision note (2026-09-30): This article records work from 2026-07-05. Early proxy designs, sample measurements, and evidence about the original algorithm are distinguished below. Pending work retains its historical validation scope. Later progress is covered in heightmap reconstruction and POI, Stamp, vegetation, and rock layouts. AI-Assisted Game Development · Asset Reverse-Engineering Series · Level Terrain Prologue: … Read more

AI-Native Game Dev · Dissecting the Monster Animation System of a Top-Tier Game

In the previous article, *AI-Native Game Dev · Reverse-Engineering a Game Character Model into the Engine*, I pulled the assets of a third-person shooter’s characters and monsters — meshes, skeletons, materials — out of its package files and into the engine. That article was about whether the assets could be imported, and imported correctly. But … Read more

Block-by-Block Reconstruction: Building Scene Assets Back into the Engine, Completely and Correctly

Revision note (2026-09-30): This article records work from 2026-06-30. Early proxy designs, sample measurements, and evidence about the original algorithm are distinguished below. Pending work retains its historical validation scope. Later progress is covered in heightmap reconstruction and POI, Stamp, vegetation, and rock layouts. This is the third stop in the “making games with AI” … Read more

AI-Native Game Dev in Practice · From Asset Reuse to Experience Reuse

In AI-Native Game Dev in Practice · The Full Gameplay System Map, I folded combat, enemies, and levels into a single through-line: experience goal → features + numbers (config-driven) → AI-assisted execution → validate and iterate. That piece kept hammering on one sentence — validate that it’s fun before you pour in assets. But back … Read more