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Filip Štorch Profile
Filip Štorch

@skvorus

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illustrator, concept artist, TOD, Lighting, game dev at @WarhorseStudios inst. https://t.co/mAwmJ6ASWp

Prague based
Joined November 2016
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@skvorus
Filip Štorch
2 months
RT @Jaaazle: I now have the best and unique mousepad thanks to @skvorus 😭.Thanks for your amazing work on the game ! Děkují 🇨🇿 https://t.co….
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@skvorus
Filip Štorch
3 months
Got invited by the @XzoneCZ publisher to say few words about the brand new art book The Art Of #KCD2. (It's in Czech). It was fun but I should have prepared better :).
@schovanec
Martin Schovanec
3 months
Otevřete si nový artbook o KCD2 a pusťte si k tomu toto velmi zajímavé listování s @PPaulieS a @skvorus , kteří se na tvorbě knihy podíleli. 📹
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@skvorus
Filip Štorch
4 months
RT @bundaskiflii: Some fun stuff I liked from the KCD2 artbook - mostly character design! - thread 🧵
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@skvorus
Filip Štorch
4 months
Alongside me and Petra, an amazing designer from @XzoneCZ, we had three more artists helping out with the layouts. A lot of the text was even written by the concept artists themselves. All had to be done in record time. And this is how the colab board looks
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@skvorus
Filip Štorch
4 months
You won’t find a chapter for every village or castle, but we’ve grouped things into broader themes that capture the essence of each topic
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@skvorus
Filip Štorch
4 months
The book serves as an introduction to how our medieval world was designed and offers a glimpse of the effort such project requires
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@skvorus
Filip Štorch
4 months
It’s not every day you get to help shape something so interesting. I’m honored to have been the curator and one of the main editors behind "The Art of Kingdom Come: Deliverance II".made a few notes and photos too🧵.#KCD2 #Artbook
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@skvorus
Filip Štorch
4 months
🙏.
@WarhorseStudios
Warhorse Studios
4 months
Hotfix 1.3.1 for #KCD2 lands tomorrow - bringing fixes across all platforms. ⚒️
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@skvorus
Filip Štorch
4 months
Methods using cubemaps are far from ideal when used for an open-world game with Time Of Day and completely different weather profiles. Even with a lot of hacking, there will always be some inconsistency. It can't be helped. To all who made this possible, thank you!.5/5 :).
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@skvorus
Filip Štorch
4 months
I got a shot at this at the very end of production. A lot of manual work was already based on a half-broken lighting model and would be affected. It was like performing a high-risk invasive surgery on a finished, fragile game. And the whole team had to be on board with it. 4/5
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@skvorus
Filip Štorch
4 months
Adequate cubemaps do not fix only the water, but make the metals and all shiny surfaces reflect the proper values and colors. That helps all sorts of mud, puddles, and all the indirectly lit open areas. 3/5
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@skvorus
Filip Štorch
4 months
One of the goals was to reduce the difference between SSR (screenspace reflection) and cubemap reflection. In other words, I wanted to fix the damn border of disappearing sky reflection as much as possible. 2/5
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@skvorus
Filip Štorch
4 months
I am really excited about the patch 1.3 for #KCD2. Probe lighting and reflections are now somewhat in match with global lighting and TOD. In my entire game dev career, this was one of the hardest tasks to accomplish and push through. 1/5
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@skvorus
Filip Štorch
4 months
There was much work post-release. Many fixes didn't make it into the previous patches. Therefore, 1.3 is quite big, and it has some global lighting upgrades in it too!.
@WarhorseStudios
Warhorse Studios
4 months
Patch 1.3 is here. Horse Racing and a lot of fixes are now available. Full patch notes - link in the comments.
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@skvorus
Filip Štorch
4 months
RT @WarhorseStudios: A painter with a past. A skull with a story. Brushes with Death, the first DLC for #KCD2, is out now. 🖌️.➡️Watch the t….
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@skvorus
Filip Štorch
4 months
I guess, in terms of visuals, making a good remake doesn’t mean flipping the assets and lighting. It needs either complete redesign (resident evil style) or faithful recreation, using somewhat the same visual principles and limitations. But the rest seems alright.
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@skvorus
Filip Štorch
4 months
The goofy buildings proportions stand out even more with dead serious realistic materials. Inn signs are MASSIVE. Trees, their shapes and their opaque leaves resemble a model kit for an architectural visualization. And look even worse in the distance too. My eyes hurt.
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@skvorus
Filip Štorch
4 months
I find the visuals of remastered Oblivion upsettingly bad for the praise it gets. Indeed, the textures look sharp, but the detail and more complicated graphic doesn’t scale well with the simple world design. Looking now at this 2006 screenshot, Lumen/Nanite feel like a joke.
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@skvorus
Filip Štorch
5 months
An update about KCD2 artbook. The Czech version will arrive in May. I've already read the English translation too, and I have to take my hat off to the translators — they did an excellent job with the text. God knows it wasn't easy.
@XzoneCZ
Xzone.cz
5 months
Jak to vypadá s artbookem ke Kingdom Come: Deliverance II? Mrkneme na to v krátkém vlákně!
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@skvorus
Filip Štorch
5 months
This one marks the last of the load screens I've created for #KCD2. The horses do steal the show but I aways enjoied the light and color scattering in the clouds, their rugged edges and loose vegetation at the sides.
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