Projects/Don't Look

Don't Look

Shader-Based Echolocation

A Unity XR horror prototype where I built shader-driven echolocation and custom URP rendering systems to make visibility itself the central gameplay mechanic.

UnityC#URPOpenXRXR Interaction ToolkitShaders
UnityUnity
Don't Look Shader-Based Echolocation

The Problem

In horror games, darkness can create atmosphere, but it can also reduce interaction clarity. I wanted to build a Unity XR prototype where limited visibility was not just presentation, but the core mechanic, using echolocation pulses to control how players perceive space, danger, and interaction.

What I Built

Designed and implemented a shader-based echolocation system that reveals the environment through expanding visual pulses

Built custom URP rendering passes to highlight enemies and interactable objects using layered color and object ID buffers

Developed the experience in Unity with C#, integrating the Input System and XR tooling for immersive first-person interaction

Created an abandoned hospital horror prototype driven by limited visibility, audio cues, and spatial exploration

Implemented environmental interactions such as doors and object affordances to reinforce tension and decision-making under pressure

Why It Matters

This project shows the intersection of rendering, gameplay systems, and player experience design. It demonstrates that I can use technical rendering work to serve mechanics directly, turning visual systems into the foundation of play rather than just aesthetic support.

Explore Further

Gameplay footage, release pages, documentation, and supporting material.

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