Cosmos

Cosmos - Cutscenes made in Unity using Cinemachine and Timeline and Flight controls scripted in C#

Cosmos - A series of cutscenes made in-engine

  • Roles: 
  • Unity 3D High Definition Rendering Pipeline Cinemachine and Timeline Filebase
  • Tools: 
  • Unity 3D High Defition Render PipelineCinemachine + TimelineFilebase
  • Fade-in and fade-out transitions between scenes.
  • Post-processing for enhanced quality visuals.
  • All camera shots and types were made with Cinemachine
  • Each scene can be replayed at the press of a key
  • Alternate between two camera modes: 3rd person and 1st person
  • Flight controls(pitch,yaw,roll) scripted in C# and enhanced with an immersive camera via Cinemachine.
  • Dynamic main menu with interactive sounds
  • Idle cutscene that triggers when player is inactive in Main Menu- scripted in C# and structured with Cinemachine and Timeline tools
  • Usage of dedicated Timeline and Cinemachine extensions to implement code in-scene
  • Trigger events scripted in C# and animated in Timeline.
  • Animations made in Timeline
  • Sound effects with spatial awareness, and background music
  • Hyper Space Travel, and Portal Particle Effect Systems

Image Highlights


Post processing is everything

A dynamic Main Menu animated using Timeline and made interactive via event triggers.


Post processing is everything

Post Processing is everything! Before and after post-processing, which includes adding an HDRI Sky to improve the atmosphere and lighting.


Transitions

By animating the alpha property in an image using Timeline, I was able to implenet fade-in and fade-out transitions in my scenes.


Alt cams

The Player can alternate camera views form 3rd person to 1st person. This swap system is scripted in C#,and structured using Cinemachine.


Flight Controls

Flight controls fully scripted in C# with an immersive camera system made in Cinemachine. The camera follows the Player movement and rotation creating spectacular views in gameplay!


Cinemachine and Timeline Extensions

By using Cinemachine extensions in combination with Timeline, I can select specific points in a scene where a script triggers. Here, we have a script that triggers a camer shake effect created in Cinemachine.


Trigger Events

By using Timeline, I created in-gameplay events that are triggered after the Player passes a treshhold.


Portal

The portal spawn particle effects animtation can be observed here.


Hyper space

The ending cutscene is triggered when the Player collids with the final portal. This causes a shift in camera view by using Cinemachine, and the animation is made via Timeline.