↓ Skip to main content

If you’re reading this, this page is WIP. Congrats you get to see it being half done. You can message me via LinkedIn or Email if you want more details before this page is finished. All of those pictures will be turned into short captioned videos :). I have many to-dos in my comments… Getting footage is boring and tedious… I’m making a plugin to make it a bit less of a pain..

Mimic - Temp video lol

About the Game
#

Hunt down the mimic hiding in an old, well-worn motel. The twist? Your only clues as to what the mimic is come from messages made by players who have previously played the game!

Our team’s submission to the 2026.2 Brackeys Game Jam is Mimic, an asynchronous puzzle game. The game is as simple as it is written, but the possibilities for trickery and unique experiences are as endless as the number of people playing the game.

My Role
#

  • I needed to create a visually disctinct shader style based on the artists and I’s shared vision. And work on tooling to speed up work for Artist and Designer

My Contributions
#

  • Creating the main surface shader, with a slight hand-drawn and grainy asethetic

  • A recolouring shader to speed up Artist workflow and allow for easy variations

  • A procedural room layout system with editor featuring a recursive style to speed up Designer workflows




Surface Shader
#

  • The goal was to make something inspired by hand drawn art with a grainy atmosphere

  • It consists of a toon surface shader with hatching and noise offsets, and inverse hull outlines

Mimic - Shader showcase

  • It’s a toon shader with 3 light levels, with a noise value added to make the shading splotchy. Then shadowed parts use different hatching textures.
Toon ShaderGraph image
  • For the outlines my goal was to create a boiling lines effect. I used the inverse hull method for outlines, and then added a random offset per vertex to make them wobble. It switches between 3 variations based on time.
Outline ShaderGraph image


Outline ShaderGraph image

Recolour Shader
#

  • We needed a lot of variations so we did them procedurally

  • Takes in BW text → Set colour in engine → Finished product turn around



Room Randomization
#

  • Editor tool to create randomized rooms and save them as prefabs to use as the actual game levels. Speeds up Design workflow and add more variety

  • Recursive structure means rooms can randomize child props (ex: Table with random chairs). Option to tune more specific parts if needed but can be ignore if not needed.

  • Full Features:

    • Recursive struture
    • Save prefab button with name
    • Bounds for position/rotation randomization on child objects (plus a button to actually apply to children since they have their own values)
    • RoomID list to integrate with gameplay parts
    • Prop list to pick randomized items from
    • Randomizing texture colours on props
    • I might be forgetting some…

Mimic - Using Room Randomization tool in engine

Mimic - Recursive Prop Gen


Final Result
#

Mimic - Temp video lol

Learning Outcomes
#

  • Fun shader stuff!

  • Make sure to tailor tools to the users and products.

↑