TAROT VR: VOYAGE OF REVERIE

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What did I do?

Tarot VR was the first project I worked on when I started working in TYFFON.

I worked in a lot of areas for this project. From tool development for art pipeline optimization to user mechanics replication through our P2P system.

Official Site https://www.tyffonium.com/en/attraction/tarotvr.html | Tyffon Inc. https://www.tyffon.com/ | Zappallas, Inc. https://www.zappallas.com/ | The information contained in the video is as of the release date.

My Biggest Role

Even though I worked in several areas during my participation in the Tarot VR Project, there where two big areas were I spent most of my time.

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Technical Art

I did a lot of VFX, shaders, materials and tech art optimization. I added various Position based shaders to accomplish different kinds of effects, from wall painting to a wave-like shining for particle effects.

Also, I built a water shader based on Gerstner Waves among other water shaders, all with several customization options, depending the situation it would be used.

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Gameplay Mechanics

While I was building some of these FX, I had to implement them and build the mechanics they would use to be triggered. And all of them interacted differently.

I built a movement detection system for the user’s controller, because we needed to show some particles. On top of that, I extended the system to behave like a Whip for scenes that needed something being thrown.

Then, I used the direction variable from the Whip to shoot some fireworks from the user controller. I like building systems in a scalable way, always telling myself, “What if we need to do … in the future?“.

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