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Rigs - Intro sequence

On Rigs (2016) I did the majority of environment and shader setup for the initial intro sequence when you first run the title. The idea here was to start off with a fairly small holographic environment and then scale up to something quite dramatic around the player.
I was responsible for generating holographic versions of environments and working out how to handle the animation of all environmental shaders around the player and the floor. I also did an optimised dithered alpha version of the RIG hologram shader to handle them transitioning into and out of the environment without breaking the budget.
Roel Coucke was involved in the initial pass of the hologram shades for the floor and RIGs.

This is a shot of the end section once all four Rigs have grouped up. I think I broadly speaking had a budget of 2 large lights at this point, one spot from above and one rim from the left.

This is a shot of the end section once all four Rigs have grouped up. I think I broadly speaking had a budget of 2 large lights at this point, one spot from above and one rim from the left.

Here's a screenshot taken midway through some stuff going on. You can see a Guerrilla logo transitioning out and an environment transitioning in. The additional score logos were a quite late addition to give the nature of the game a bit more context.

Here's a screenshot taken midway through some stuff going on. You can see a Guerrilla logo transitioning out and an environment transitioning in. The additional score logos were a quite late addition to give the nature of the game a bit more context.

Here's a video capture running in VR of the whole sequence. It's quite hard to replicate the effect in 2D but we had a fairly good response for people's first impression of this section in VR.