Even is a contemplative, puzzle and exploration third person game, in which the player embodies a mysterious character who came to the planet their ancestors deserted æons ago, in order to heal persistent wounds
still lying there from the past.
With their dimension shifting technology, they will uncover the remains of their long lost civilization.
I started Even early 2021 in solo, as a game prototype about previsualizing and switching dimensions.
Inspirations for the mechanics and how they feel, come from Titanfall 2 and Dishonored 2.
Grass/algae field made of facing camera billboards with wind
Grass/algae field made of facing camera billboards with wind
with a quick Maya/Blender setup, the foliage can be applied to any mesh
with a quick Maya/Blender setup, the foliage can be applied to any mesh
A team of 5 has been created to make the vertical slice within a 5 months timespan.
This gave me the opportunity to focus on:

- Tooling
- Shaders
- VFX
While prog, LD, and management were handled by my teammates.

This shader samples the terrain height to blend the texture accordingly

Some tweakings on the blend offset, falloff, hardness and noise size

The terrain shader blends normals according to the slope, features some wind effect on the ground
and sparkly sand grains in the distance

Focus on the wind and sparkles

Short video about the tool I made

My first attempt to create a garland thing with Houdini. Still WIP.
The options include rope positioning and curve control, Chime count, random position seed,
min & max Chime length, min & max Chime rotation

The caustics effect is 3 noises projected in the wanted direction
and added on top of another in a RGB map to get a subtle chromatic split effect.
The shader is applied through a custom pass to overlay the existing geometry.

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