Latest Posts

Insula :: so long, for now

Needless to say I have stopped working on this prototype. I came to a point where I felt good about the project and was ready to turn it into something real. As I planned out the development process I realized how daunting it really was. I always knew I would need a dedicated artist or two but now it was clear. Unfortunately my efforts to find like-minded individuals didn't fare so well. And while...

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Insula :: some pretty

This post is particularly important to me. I pursued this prototype to see if I could inspire the same emotional response that struck me while playing Riven. Looking back I feel that I was going down a good path and could be successful in my aims with the help of an artist or two. {{vine //vine.co/v/Ozmup3QlLLK/embed/simple}} {{vine //vine.co/v/OahrXVwOZ6z/embed/simple}}...

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Insula :: tooling

I made a shload of tools while working on this prototype. Here are some of more interesting examples simultaneous scaling & translating {{vine //vine.co/v/M3Tw9v5Knhi/embed/simple}} Unity's built in scaling tool is like that of any other 3d animation software. You are given three handles pointing along the x,y,z axis and pulling on one will expand the size of your object along that dimension....

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Insula :: shader efforts with shadows and transparency

I wrote, revised, scrapped and rewrote the shaders and the associated engine infrastructure that handled hiding and revealing the insides of objects. These vines are the fruits of my efforts: neat animations but poor lighting {{vine //vine.co/v/MYP7KbplX9g/embed/simple}} While I was (and still am) very proud of the way the world animates when you walk inside of an enclosed space, I was frustrated...

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