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A fog and distance effected variation on the wireframe workflow.
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A television remote gun that changes the channel on enemies. Custom lighting and screen space effects to produce localized static.
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A playful experiment with some procedural geometry and occulsion-aware wireframe rendering.
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An experiment in non-photorealistic lighting involving everyone's favorite vaporwave bust.
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A clumping skinned-mesh based particle system where particles try to conform to the calculated sdf volume
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Another experiment with wireframe rendering, adding extra detail to models via edges that are not normally visible.
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An experiment in texture and noise using a single hastily drawn ghost, meant to mimic animation as done by an incredibly sloppy screen printer.
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Clouds? Part of an experiment in producing a second-person narrative.
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More experiments with using only limited edges on models for wireframe and solid hull presentation.
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More grungy static, part of a title-screen mockup.
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Depth and angle based fading for wireframe geo while replacing environmental fog with television static and obligatory glitching.
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A combination of systems to keep models camera-relative aligned and a dynamic particle system based on the car being destroyed
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An experiment with point-cloud rendering of a skeletal character mesh with animation. Entertaining due to z-fighting.