The Eye Crucible (Prototype)

Technical Implentation

  • Written in C++
  • Developed using Unity Engine.
  • Implemented animation blend trees.
  • Created custom shader using Shader Graph.

What I learned

  • Deep understanding of Computer Graphics - Gained hands on learning of rasterization, transformations, world space and texture mapping.
  • Mathematical Foundations for 3D Graphics - Strengthed my knowledge of linear algebra, including vectors, matrices, and coordinates transformations.
  • Optimazation for CPU-Based Rendering - Learned how to structure rendering logic efficiently without relying on the GPU.
  • Advanced Texture Mapping Techniques - Explored UV mapping and barycentric coordinates for percise texture mapping.
  • Memory and Performance Optimization - Improved skills in managing buffers, minimizing performance bottlenecks, and optimizing memory usuage for rendering.

Overview

The Eye Crucible was a personal passion project I created to strengthen my skills in different areas of game development. My primary focus was implementing an isometric perspective, challenging myself to refine movement mechanics and animation systems. During development, I worked with blend trees and animation states to ensure smooth and responsive player animations based on movement and actions. Implementing one-directional movement with full 360-degree rotation was initially challenging, but I successfully developed a prototype that handled axis-based movement effectively within the blend tree system. Additionally I took a shot at working with my own created shader graphs for outlining objects in a cartoon style in the scene, as well as adding additional shaders from Unity's store to create the dithering effect for the camera colors enhancing the look for the game.