Industrial Instruments
Inspiration:
Inspired by the mountain game, I was really drawn to the idea of a simulation created to not be interacted with, but observed. Even though there are interactive elements and user input, I wanted to expand on the observation and create something underwhelming but reflective.
This project aims to take the observer and place them in an environment that emphasizes our relationship with the industrial environement.
Similar to how we are exposed and interact with industrial elements in our daily lives (light poles, electricity wires, buildings) they represent an important relationship we have. This relationship is very much like my experience with the mountain game.. A place of coexisting with idle industrialism while observing their unique chaotism they introduce in our lives. I wanted to create this observation , where we can admire their solitude yet chaotic footprint in our world. through contrasts of a dynamic blood moon sky and dark silhouettes of the buildings, I felt this emphasized this thought.
Photo inspiration:
Work in Progress and hardships:
Shader Graph Work Flow:
Link to tutorial:

I accomplished the look of the cloud through a noise node with contrast, and scaling it appropriately .
I then created two colors that were both background and background to create a blood-moon and occult feeling .
To animate this, I simply created a tiling and offset where I then multiplied that with cloud spd to create some sort of velocity. I attatched to this x axis to create movement.
Scene Hierarchy:
Assets:
Buildings:
Lamp Post
Electric Pole
Birds
Bird Spawner:
To spawn the birds, I created an array of bird prefabs to randomly select from, and then spawn them with movement at a random time with a random speed. I then attatched this to an empty game object placed it, and let the magic happen.
I have three bird prefabs each containing different amounts of birds. This helps with the randomness and uniqueness.
NoisePlacement for the Electric Poles.
For the placement of the electric poles, I used a script that spawned the poles in a grid shape but with noise. I also added a few public variables to change the Width, Height of the grid. As well as the spacing, and minimum and maximum amount of objects.
I also did the same with the light poles, but with different parameters such as spacing.
Issues:
I wanted to create a box Collider that detected if the character walked passed it. This would initiate a flickering movement through boolean logic and clicking the emissions on and off. However, after several hours, the collisions were being detected but the lights wouldn't flicker.
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