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.
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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Let's work together.