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.
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.