For this assignment, I created a post-processing shader that reacts to whether the main character checks over their shoulder to see if Dracula is behind them. The system works by using Blueprint logic that calculates the dot product between the camera’s forward vector and the player’s orientation vector. This determines if the player is looking forward or backward. Based on that result, a timer gradually tightens and squeezes the post-processing effect, making the view feel more tense and claustrophobic as you avoid looking back. Once the player finally turns around to look behind, the effect smoothly disappears.
Thursday, October 30, 2025
Protomeshing - 'D' Stage
For this assignment, I created a post-processing shader that reacts to whether the main character checks over their shoulder to see if Dracula is behind them. The system works by using Blueprint logic that calculates the dot product between the camera’s forward vector and the player’s orientation vector. This determines if the player is looking forward or backward. Based on that result, a timer gradually tightens and squeezes the post-processing effect, making the view feel more tense and claustrophobic as you avoid looking back. Once the player finally turns around to look behind, the effect smoothly disappears.
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