Supernova was a sample game project being built at Unity Technologies. The intention was to build a project that was inspired by Starfox, Starlink: Battle for Atlas, No Man's Sky and Star Wars; a scenario of sci-fi spaceships battling over an open-world terrain! Unfortunately, the project was cancelled by Unity Technologies, whilst we were in development, due to department refocusing. However, we were able to extract and re-use some of the assets & code for other demo projects and learning materials.
I was the project lead and main developer and my contributions were:
Defining the project's outline, scope and structure.
Gathering research into similar games and products.
Collaborating directly with Virtuos on outsourcing key hero assets and iterating on their design and model structure.
Creating the hero asset PBR shaders with support for detail mask maps for region-based variation.
Setting up the Universal Render Pipeline.
Developing core systems of the game such as the spaceship controller.
Implementing generated terrain data combined with my own custom terrain shader.
Setting up the pipeline for localization of text and inputting that data into the game.
Preparing and tidying the assets for extraction-use in other internal Unity projects.
Below is a collection of materials and resources from the project; including some videos demonstrating the assets being re-adapted after the cancellation.
In-engine renders of the hero spaceships:
Examples of the detail mask map shader I created for spaceship variation through region color mapping:
Environment buildings that I setup in-engine with the aim of modularity (including LODs)
A video of the prototype of the spaceship controller I developed:
A selection of video tutorials and webinars using the hero assets:
Main Collaborators
Virtuos - Asset Outsourcing
Andre McGrail - Technical Artist Consultant
Dave Hunt - Tech Artist & Animator
Legal
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