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Some shader work for my project  Burnt Onion Studio at Carnegie Mellon ETC,.


The game allows the player to select the player to select the central character, a walking fortress, in God view and zoom right in. As they do so, the walls of the fortress closest to the camera begin to fade away smoothly. The player can use keys to rotate around the fortress and inspect the interiors and the characters working inside. Walls appear and disappear based on the viewing angle.


[above] A test with multiple buildable modules attached.


[above] One of the earlier tests.


The game employs a Fog of War, commonly used in re-time strategy games. The fog is uncovered based on the central character's movement. All environmental shaders in the game accommodate for this obscurement based on distance from the character.

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