The Grid is a modular 3D foundation built in Unity, serving as a foundation for several games currently in development.
The Grid

The Grid has become my equivalent of graph paper before drawing -- it's a foundation to start on in 3D. When designing interactive environments, I've found that modularity (e.g.consolidating components into independent chunks) helps tremendously down the line. With The Grid, we wanted a foundation that was both reusable and modular -- this would serve as a jumping-off point for multiple projects where a camera is following a subject in 3D with common physics properties. In particular, The Grid system consists of:

- Vehicle Controllers
- Camera Controllers e.g. first-person, third-person, cinematic
- Physics Controllers and properties that are likely to be reused
- User Input Controller
- Third party tools, assets, and shaders to speed up development
- Project Structure: a scalable folder structure and naming convention
- Github integration, of course

For this specific example, a Cybertruck model has been added to The Grid, along with a multi-camera system, lighting, and a wireframe shader with emission. Additionally, an input controller is handling vehicle movement alongside the vehicle controller.
Building The Grid within Unity. In this example, you can see the lighting parented to the vehicle, along with one of the cameras.
My Lessons from The Grid:

1. Within Unity, take advantage of Post Processing Volumes and spend extra time live-adjusting Bloom, Depth of Field, and Anti-Aliasing.
2. Screenshot settings before you leave Live/Play mode as some parameters are kept in there and deleted after.
3. Anti-aliasing and motion blur go a long way... 

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The Grid
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The Grid

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