Development Log

The Culvert

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As the kids try to make their way into the haunted theme park they realize they can’t just bust in through the main entrance. Looking for alternate ways to get inside, they come across a culvert that seems to lead straight where they’re heading.

Culvert Exterior

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2.5D Depth Compositing

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Psst… wanna hear a secret? In an earlier incarnation of Fatal Attractions the game had a different name: Back then it was known as “Libera Me”.

Libera Me never really got past the tech demo stage. But a key element of the game’s tech was its 2.5D compositing. The idea here is to have pre-rendered background images which contain information about each pixel’s depth. Through some clever shader tricks this allows us to perform several graphical feats that usually require full 3D scenes:

  • Depth compositing
  • 3D lighting
  • 3D shadows

This concept was used heavily in the earlier Resident Evil games.

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The Haunted Mansion

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Working on the engine at the moment. That and the VHS Look post-processing shaders have been keeping me busy lately. It’s hard to find a good compromise there: On the one hand I want the game to have the authentic look of an old VHS tape that’s been watched too many times. But then again I’ve put so much work into the background art and this gets all but ruined by the VHS artifacts.

Today though inspiration struck and so I revisited an older scene that’d been sitting idly on my hard drive for a while. No creepy theme park is complete without a Haunted Mansion, so here’s a first look at what to expect.

Haunted Mansion

Here I’m trying to recreate that somewhat over the top spookiness of Disney’s Haunted Mansion. Of course our heroes will have ample opportunity to explore the mansion and mingle with its inhabitants – whether they want to or not…


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