CRASHGROUNDS

Procedural Material Transitions

Crashgrounds explores the potentials of procedural, parameter based animation of materials. The idea is to create one single Material, which can be used to texture a whole environment, with unique effects or animations in each room. The changes in the environment can vary over time or based on the players position. 

The biggest challenge in this was, to animate the procedural materials in realtime. For that I used a combination of baked textures, procedural noises and layering shaders. As a result I got a master Material, which offered a lot of variance, but still lacks in term of technical optimisation. 

I decided for the black and white look and the geometric architecture to amplify the contrast between the materials and focus on the effects. 

3D Technical Prototype (2019)

PC, Unity 

Crashgrounds | Screenshot | 2019

Crashgrounds | Screenshot | 2019

Crashgrounds | Screenshot | 2019

Crashgrounds | Screenshot | 2019

Crashgrounds | Screenshot | 2019

Crashgrounds | Screenshot | 2019

Crashgrounds | Screenshot | 2019

Crashgrounds | Screenshot | 2019

Crashgrounds | Screenshot | 2019

Crashgrounds | Screenshot | 2019

Crashgrounds | Matsphere (Marmoset) | 2019

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Morten Newe

12459 Berlin

EMail: game-design@morten-newe.com


www.morten-newe.com