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The Eye Crucible (Prototype)

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.

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.