
4 MonthsVisual EffectsC# ProgrammingUnityTeam of 10
A linear adventure requiring multiple playthroughs to reach the end. Each run reveals new techniques, improving strategies and progression.

For the oxygen station, Unity's VFX Graph and Bezier paths guided smoke flipbook particles into its vents, simulating gas absorption.
A custom shader manipulated top vertices to simulate fluid waves in oxygen containers while rendering the back side as the top surface for depth illusion.

Fog density dynamically increases over time, creating an evolving atmosphere with special masking functionality.

Unity’s Volumetric Fog ensures realistic 3D representation, while a custom Shadergraph and HLSL shader enables character-focused masking.

Implemented HDRP's Volumetric Fog and light proxies to simulate missing walls. Window proxies cast distinctive shadows for added visual depth.
