The Artstyle
For our Copenhagen 2077 game, I developed a custom post-processing filter designed to make the world feel like a Danish golden age painting. The filter is based on a directional-Kuwahara algorithm, which selectively blurs surfaces while preserving edges, and includes a depth-based component that increases the effect on distant objects. This allowed the background to take on a stylized, painterly look without affecting gameplay readability. The filter was optimized to run in real time and became a core part of the project’s visual identity. It allowed us to unify varied 3D assets under a consistent art direction while keeping performance lightweight enough for WebGL.
Movement Biasing
To support the game’s fixed-camera design, I created a movement biasing system that subtly corrects player input based on level layout. Each playable area—bridges, streets, corridors—was assigned a directional bias, and the system would gently nudge the player’s movement toward the intended path. This helped address a common issue in fixed-camera games, where player input can feel disconnected from on-screen movement. The system improved player confidence and made the experience more accessible, especially for keyboard users. It also allowed us to keep the camera static without compromising control clarity.
(Hover over the visual to discover the correlations between each datapoint)
(Hover over the visual to see examples of how the model is used in different cases)