Occasionally someone will asked how I obtained the PPL look.
In a nutshell:
- Draw everything with lines, including the text and the various icons.
It's a lot of work, but besides looking unique it creates a consistent appearance which is a thing that a lot of indie games struggle with.
The lines are screen-space projected lines with miter joins. - Draw the lines with additive rendering. This means that if a red and green line overlap, the overlap will be yellow.
There are a few things not drawn with additive rendering (like the background of buttons to improve readability), but they are exceptions. - Add bloom.
There's lots of different bloom implementations. Nowadays I use a bloom that is similarly to the one in blender's eevee.
If you see banding, use dithering. - Optional: Add even more post-processing like (very slight) chromatic aberration, lens dirt, scan lines, curved monitor, and vignette.
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No post-processing, just lines |
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Bloom! Ignore the missing bloom at the top |
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All the post-processing turned on |
One final thing that is pretty neat in PPL (which is not often seen in mobile games) is that you can configure every single effect, which allows you to see how the individual effects contribute to the final look:
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