Media

Post-Jam Concept Development (Demakers Game)

Exploring concepts to research feasibility and accessibility limitations for a previous game.

Album

A barebones concept of the game's visual aesthetic as "terminal-punk."
Game entity swapping between a 2D sprite and 3D model
An experimental technique to generate "imposter" billboards for 3d models.
Testing visuospatial continuity between billboard representation vs actual scene position. The background UI is a wrapper around the RichTextLabel node, allowing for dynamically changing elements and reactive text with optimized rerendering.
Performance testing the imposter technique.
Consoles appearing then growing to encompass the screen's full size
Concept showing what switching consoles would look like if they encompassed the entire viewport. Certain objects are visible only to certain viewports. This was made because the tiny window size for the consoles was limiting in accessibility and usability. It uses multiple viewports, UI shaders, and a buffer to mask the previous and next console's screens to render the scene through their cameras' respective view masks. (A requirement was for certain objects to be visible only to some types of consoles)