The Falconeer Tech Talk: Creating with textureless art
summary
Claim: a full open world game with no pre-generated textures built in Unity 3D by relying on handcrafted geometry and shader systems. Implementation uses two core shaders for world objects and lights, UI made from three geometry objects, Perlin noise baked at startup because consoles struggle with runtime generation, and water driven by Gerstner waves. A year of work goes into the day–night and environment pipeline; the result is The Falconeer, a shipped game that proves the approach works.
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chapters (6)
- 0:00Introduction
- 6:18Textureless art origins
- 12:59Art style evolution
- 17:34Textureless shaders
- 23:43Why this approach works for solo devs
- 25:14Q&A
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