NeoNoir
2.5D cyberpunk detective game with custom retro dither pipeline, palette quantization, and hand-crafted environments.

Role: Technical Artist / Tools Programmer
Shader development, post-processing pipeline, 3D environment creation, VFX, and custom dialogue tooling for non-technical team members.
Overview
NeoNoir was my capstone project - a 2.5D cyberpunk detective game set in a neon-lit cityscape. Players take on the role of a detective solving complex cases in a world where technology and crime are linked. The project was discontinued after losing team members, but significant progress was made on core systems.
Key Features
Detective Gameplay
Intricate investigation mechanics and case-solving
2.5D Visual Style
2D sprites blended with 3D environments
Branching Narrative
Multiple endings based on player choices
Cyberpunk World
Immersive exploration with interactive NPCs
Narrative Dialogue Tool
Our narrative designer struggled with Unity's scriptable object system, even with documentation and tutorials. I noticed they had well-structured drafts in Word documents.
I built a custom tool that reads .txt files with a simple text convention for dialogue branching. The narrative designer could write in their familiar format, and the tool would parse it directly into scriptable objects - no Unity knowledge required.
Technical Work
- • Custom retro dither post-processing pipeline
- • Palette quantization for stylized look
- • Proximity scan detection shader (see below)
- • Hologram shader for in-game displays
- • 3D environment assets built in Blender (Kuromiro City)
- • Dialogue system with branching conversations
- • Quest and inventory systems
- • Custom NPC behavior systems
- • .txt parser tool for narrative designer workflow
Proximity Scan Detection
A detective ability that lets players scan their environment for clues. The shader highlights interactable objects and hidden evidence within range.
