The VFX build-out report
Six waves, fourteen commits, and the twelve renders that came out of them
Three of the twelve renders: dissolve / materialize, cracked ground · obsidian, energy trails. All twelve are embedded in the report below.
One sustained VFX build-out on For What Lies Beneath — fourteen commits across six waves, eight new demo studios, six reusable modules the game’s effect work now draws on — narrated wave by wave with the renders embedded where the prose earns them: HD sprites in the pixel world, energy trails, cashing in the noise engine, a distortion family, anti-occlusion and the info layer, and cellular follow-ons.
The build ran autonomously; the report is how it came back for judgment. It closes with an explicit decision list for the project owner and suggested follow-ons — the same contract the audition gallery enforces per candidate, applied at the scale of a whole delivery.
Nothing is stubbed: the page is fully self-contained, all twelve renders ship alongside it as the report embedded them, loading metadata-first so the page stays light until a clip is played.
The engine these effects target: the instruments. Part of a private personal-project repository.