The collectibles in the game were based on a simple geometrical pattern. The mesh is a simple Unity cube, with a material containing albedo, normal and emissive textures.
The win area needed to be easy to identify, so an emissive map and a contrasting colour was utilised.
To generate some interesting shapes, the lights were placed inside geometrical shapes to cast some interesting shadows.
There are three power-ups in the game: X-Ray vision, wall hacking and bait to lure the monster away.
The maze is procedurally generated every time the game is reloaded. To create variation, two different meshes and five different materials were used.
Due to time constraints and the nature of the project, the game was assigned a low polycount.
These are some screenshots and renders of a university project i have been working on. I have worked with Kim Garrick for the code, but all the visuals have been developed by me. Some of the materials come from an earlier project, but most of the assets have been produced over the last few weeks.