Euclid’s Nightmare was the very first bigger size game brought to completion. It was part of a university course in Game Design and Videogame Development. As part of the course every student had to submit a design idea where everyone would vote on, the top voted ideas would then be translated into game. My concept won the voting competition so I was tasked with building a team for the game as well as direct development. I wore many hats both managing the team of 6 people behind the game as well as participating as the main developer on the project. The game revolved around solving puzzles in a non euclidean space, taking inspiration from games like Portal and Superliminal. It dives into different mechanics such as portals and forced perspective elements as well as more traditional physics based puzzles and platforming. I focused on taking care of the core mechanics and spent a lot of time tackling problems such as efficient rendering of multi camera setups (especially recursive ones) and the conservation of energy during the scale transition of objects across portals. It was a fun project that taught me a lot about shaders and rendering, stencil rendering in particular. The game was voted in the top 3 of the course for that year. You can try the game here and watch a showcase for the game below! If you’re interested in the stencil shader code for the portals, it is available in my github repo.