
Taking a closer look at the movie, two things stood out: the stripes flowing over the world, and the pastel/canvas look of the textures on the world. With the concept of the simple global approach being ruled out, the next option to explore was a custom graphics shader. While cost-effective, it didn't actually look very good, or come close to our original goal. Worse, the colors looked nothing like the palette in the "Meet the Pyro" short.

A quick prototype revealed a few things: funky psychedelic color effects could easily be achieved, but the color correction would also get applied to the players.
#Team fortress 2 pyro vision how to
One of the early suggestions for how to achieve the look of Pyroland in the actual game was to do a simple color correction over the whole scene. Here's what the final result was, but it took a few tries to get there. Some of the things we ended up creating to solve this included, firstly, a replacement system that let us override the default textures in the game with an alternate version and secondly, a new graphics shader system that we called "Pyro Vision". Achieving the Pyroland look would not only require creating a completely new texture set, but would have to be constrained both by texture memory and artistic resources. Of course, one of the immediate issues with this was how to bring the pastel color scheme and various whimsical storybook elements that made up Pyro's dream world into the textured world of TF2, with its more naturalistic palette and real-world setting. Not only were we amused at the proposed world of the Pyro, but immediately were thinking of how much fun it could be to play inside it. Case in point: When the Source Filmmaker team was working on ideas for what the "Meet the Pyro" would look like, one of the ideas stood out. There are a lot of talented folks walking around the halls here, and it's incredibly helpful to show them things and get their feedback, because with each round of feedback we'll manage to solve a problem or even find some new inspiration. It isn't often documented, but there tends to be a lot of cross-pollination of ideas across the various teams here at Valve.

Dreams of Chronic and Sustained Cruelty JTF2 Team
