Featured Work Collage

Elias Bormann

Programmer & Expanded Realities Student

Elias Bormann

I'm Elias Bormann, a student at Hochschule Darmstadt studying Expanded Realities. What started as a hobby is now on its way to becoming my profession.

With a strong interest in coding, new and upcoming technology, and graphics programming, I'm constantly exploring and pushing the boundaries of what's possible.

My Work

Sky Explorer Game

Sky Explorer

A relaxing hot air balloon simulation set over a vast, procedurally generated landscape.

Unity C#

General Description

  • Procedural terrain generation creates endless landscapes using Perlin Noise.
  • A dynamic day/night cycle that affects visibility and mood.
  • Exploration-focused gameplay where players discover ancient ruins.

My Contributions

  • Optimized draw calls for long-distance rendering.
  • Implemented smooth camera controls and balloon physics.
  • Developed the wind simulation system affected by altitude.

Environment Design

A showcase of environmental storytelling using HDRP and advanced lighting effects.

General Description

  • Focuses on creating mood and atmosphere using custom shaders.
  • Uses volumetric lighting and fog for atmospheric depth.
  • High-fidelity assets optimized for real-time rendering.

My Contributions

  • Set up the HDRP (High Definition Render Pipeline).
  • Created custom shader graphs for water and interactive foliage.
  • Programmed lighting cues to guide player attention.

Physics Interaction

A prototype testing complex physics interactions and character movement systems.

General Description

  • Rigidbody-based character controller for realistic movement.
  • Interactive objects with weight and drag properties.
  • Integration of ragdoll physics for dynamic reactions.

My Contributions

  • Scripted all interaction events in C#.
  • Debugged collision detection issues for smoother gameplay.
  • Iteratively prototyped movement values for responsive controls.

Level Architecture

A walkthrough of a custom-designed level layout, focusing on player guidance.

General Description

  • Looping level design ensures continuous flow and exploration.
  • Utilizes verticality for tactical advantages and visual interest.
  • Clear landmarking helps players navigate without a map.

My Contributions

  • Greyboxing the level using ProBuilder.
  • Vertex painting terrain for visual variety using Polybrush.
  • Creating custom prefabs for modular design efficiency.

Asset Pipeline

Demonstrating the technical pipeline of integrating custom 3D assets into the game engine.

General Description

  • Full workflow from Blender modeling to Unity import settings.
  • Material setup and texture mapping for realistic surfaces.
  • LOD (Level of Detail) generation for performance.

My Contributions

  • implemented texture atlasing to reduce draw calls.
  • Optimized meshes for mobile performance.
  • Managed prefab variants for consistent asset updates.