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Bastille

In this project I wanted to explore what I felt was the opposite of 'banishment'. To me, that is to free something.
Tree texture by Kenny https://kenney.nl/assets

Opening scene

Opening scene

Key functionality: It oscillates while trigger isn't held, then aligns when held.

PureRef reference board

PureRef reference board

Dithered opacity used on train windows and ending. Acts like a forcefield that obscures vision.

Typical outline shaders require getting worldposition data; which isn't supported with forward rendering in VR. I found that solely reading depth rather than depth + worldnormals allowed me to have both a performant and stylistically non-intrusive outline

Typical outline shaders require getting worldposition data; which isn't supported with forward rendering in VR. I found that solely reading depth rather than depth + worldnormals allowed me to have both a performant and stylistically non-intrusive outline