Excerpt – Material


We needed a material that would act as subsequent brush strokes painted on a texture revealing another texture. Using decals was not possible because of all the cube rotations.

First off I started with revealing a texture via color channels. This is a graphic I made to show the idea to my team.


After a talk with the one in charge of the textures we decided to have 10 base textures, 10 spray textures and 10 alpha textures so we would improve the player immersion.

Therefore I put it into effect:

After a talk with the one in charge of the textures we decided to have 10 base textures, 10 spray textures and 10 alpha textures so we would improve the player immersion.

Therefore I put it into effect:

Still this was not the final result. After a lot of feedback and tests we ended up with a much more efficient and dynamic material whose parameters can be changed in runtime. Furthermore every side of the cube and the other assets could now be painted because when I created them in 3D Studio Max I set every side to have it’s individual material ID.

Excerpt – Post-Processing


To contribute to our already unique features mixing a variety of postprocessing effects was indispensable.

Chromatic Aberation (Fringe) adds well to the black of the exponential height fog. Also exponential height fog lowers the intensity of shadows because as a result the gamma is set a bit higher. Vignette leads the players eye to the center of action, the cube. Atmospheric fog contributes to the gradient color of the background and supports the wanted time of day.

Also, the characteristic outline effect that I created helps visualize the depth of the room when playing in side scroller mode.