We were given the task to create a kitchen configurator in order to save valuable space as well as a tool for the customer to create, edit and watch their future kitchen form in real-time.
My role in this project was mainly to create the different materials applicable to the different surfaces of the kitchen as well as managing camera angles, movement and cinematics.
The materials I've created that are used in our final product consists of wood, metal, tiles, concrete and worktop surfaces made out of natural stone.
Every material comes with it's own set of parameters making it possible to change different attributes like: roughness, tiling, color and normal intensity to name a few.
This assignment consisted of creating a custom shader with some sort of procedural effect. In my case, I chose to create a Holographic shader with a distorting forcefield. Triggering as soon as you enter into it's orbit.
In this project I wanted to create a nature environment focusing on mushrooms.
The surrounding nature itself is constructed using PCG, to spawn different meshes in randomized positions within a certain area.
Along with the nature itself and swapping camera view between the different mushrooms, there a few extra interactions like a day & night cycle switch, aswell as button to make the mushrooms glow in the dark.
In the future of this project, I intend to add other types of interactions such as animals running in the background using splines and perhaps even a underground network of mycelium beneath the mushrooms.
My first attempt on creating a 2D-game reflecting my personal interests, combined with the mechanics/overall feeling in order to recreate something familiar to the games of my childhood memories.
I set out on the quest to achieve knowledge within the field of pixelart, creating my own characters, creatures and objects from scratch. Only to later make them come alive with blueprints, creating all-time classic mechanics and fitting sound effects.