"The 3D Visuals are rendered as point clouds alluring to stars in the universe. To achieve this look we wrote a custom WebGL point cloud shader that has a faked but very performant, animated depth-of-field effect."Hello Monday / DEPT®
Q: What influenced your chosen technical approach, and how did it go beyond past methods?
A: The 3D Visuals are rendered as point clouds alluring to stars in the universe. They needed to be recognizable and visually appealing while staying abstract. To achieve this look we wrote a custom WebGL point cloud shader that has a faked but very performant, animated depth-of-field effect. The 3D models are made from projecting light rays onto the surface of actual game models, and pre-processed in a custom Draco-based compression pipeline.When did you experience a breakthrough or an "a-ha" moment during this project?
Moving away from the traditional dark and moody sci-fi color palette and onto a colorful and light palette, combined with seeing the first fly-through of the small spaceship point cloud with working depth-of-field solidified that we were onto something that worked really well.