in::flux by Ümlaüt Design [web]
. in::flux
. ümlaüt design
. experience 2019
So as you may have noticed this little intro is barely
above a minute long, and there's multiple reasons for that.
First, after PILEDRIVER, I needed something that wasn't taking
months and a ton of resources and 5 minutes and new content every
200 milliseconds. Making something that's a single scene that lasts
only a minute felt like a perfect antithesis for that.
Second, after finally sunsetting my DX9 engine, it was the obvious
step to start learning DX11 and I decided a small-ish project that
doesn't really try to push all the boundaries would work well to
get accommodated to the API. This turned out to be a great idea:
this is my first DX11 prod, and I got to wrap up a tiny new
little framework around it! I even got to use compute shaders
for most of the postproc! Whee! (I might even opensource this
but let's cross that bridge when we get there.)
(Also, third, I started way too late but let's not talk about that.)
It's funny how the process changed though once I knew what
I wanted to do. What started to intrigue me is whether it's
possible to do something that's almost comically short and yet
feels complete and alive; there's a tendency for prods to be too
short or too long, or visibly running out of ideas, so I wondered:
Can you introduce, build and peak a scene in a minute without
it feeling too short? Apparently you can!
Think of it as if it were a 4kgfx, but with music.
Special thanks to Timothy Lottes for FXAA and Bola for inspiration.
Hugs,
Garg
2019.11.30
www.umlaut.hu
(Heating got fixed 2 weeks ago, btw.)
2019.12.23 update:
I included an Oculus VR version because I thought it'd be fun.
Not the greatest VR experience, but it's enjoyable.
2020.02.08 update:
OpenVR version now included too.
[ back to the prod ]
