Voxels

I choose voxels because of it’s initial low barrier to entry. As I mentioned, I started my involvement with voxels through Cube World. I made over 500 mods since the summer of its initial release. This was a good way for me to practice my skill and adapt to a common style. I did try voxels with unity and other engines but found it to be futile since, at the time, voxels were very intensive on game engines. The only way I could develop for games was through voxel engines, which were scarce. I chose this technology because it was different and fun. Like any art form, I figured there’d be a future at some point. Minecraft having released and Cube World gaining hype, I was sure an upsurge in voxel development was gonna occur in the near future, so I capitalized on the skill. What’s great about voxels is that it produces 0 textures on assets and are actually very lightweight when using the right engine. You can produce elegant vector-like 3d assets or even pixel-like 3d objects, though the latter produces high poly counts. The range in which voxels can be used is huge and most of its usability is still unexplored. The extent to which traditional 3d engines use voxels is via particle systems, which sadly can’t be used too heavily yet.