r/godot•
domiDotZer0

Process for prototyping and defining your 3D games’ visual presentation?

discussion

I’m at a point where I want to start getting a bit of a beautiful corner/visual demo set up and I’m a bit lost on where to begin with locking down some of those broad strokes. What order do you tackle things in? How much weight do you give each “area” (e.g. assets, effects, post-processing etc)?

Posted Apr 28, 2026, 7:12 PM UTC

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