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Room Theme Concept(part4)

Room 1

Keywords: Virtual world, Abstract
Visual effects concept:
The whole scene is in a dark atmosphere
As shown in the reference image, the interior of the room is near total darkness with no walls around it and no clear shapes, the only thing that exists in the room are the doors in and out of the room and the broken planes underneath the feet. I think this particle effect will make for a great visual experience.

Game Mechanics:
The forms of models in this room may be displayed as point clouds. The room was completely dark, with only the surface composed of glowing dots. At the same time, the key prop of this room “hourglass” will be hidden in these dotted planes, and only when the player follows the sound to find the position of it, the hourglass will be rendered as a solid model.
Different from the other rooms, players are able to free from the 2D ground here and follow the 3D surround sound to move back and forth as well as up and down in the room.

Point Cloud:

Room 2

Keywords: Technology, Luminous
Visual effects concept:
Object edge glow (Contour luminous)
The effect is similar to the object edge highlighting effect in the image and is achieved using the Unity engine’s Vfx shader effect by expanding the model’s normals outwards. This effect is relatively easy to achieve and visually striking. I am testing the possibility of adding a radar scan-like effect to the room, this is similar to the diffusion of sound waves and fits in with the main interaction of the game – dealing with sound.

Game Mechanics:
This room is also dark, in this room players can grab some small cubes to throw. When the cubes hit the floor and walls, there will be a loud sound, while a circular ripple similar to sound waves and radar will spread out, briefly lighting up the environment around the point of impact. Players constantly throw stones to familiarize themselves with the room’s structure and find the exit.

Reference:The Unfinished Swan

Room 3

Keywords: Hand-drawn style, cartoon-rendered style, contour lines
Visual effects concept
The effect of this room can be approached in a 2D rendering style, unlike other rooms using the PBR workflow, the model in the room will not have a lot of color variation and reflections, but instead the color of the object’s own grain and the color of the shadows, meaning that a model will only have two colors, while contour lines are added to mimic the feel of hand-drawn lines.

 

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