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Developed by Flux Saloris
Fluxion Interactive
Portfolio - Callum

Introduction
Welcome to my portfolio. I just want to quickly explain that the reason my portfolio is on the Fluxion Interactive website is because I own Fluxion Interactive and I am Flux Saloris.
I hope you enjoy the extensive amount of videos and images I will be posting on this part of my site as it is a sign of my progression from beginning to end throughout all of my projects.
Backrooms Paradox
To your left you will see the first prototype for the safe class entity known as "Dave". Dave is an entity which was requested of me by a friend and the purpose of Dave is going to be interacting with the player while also being mischevious in its own way.
To your right is the beginning concept and prototype for the new entity which is formed once Dave is exposed to the corruption of the backrooms.
After some discussion we have designated it a dangerous class entity known as "D-Crawler". This entity is going to be barely holding itself up with its newly grown legs and will rapidly crawl towards the player with questionable strength and if you are in range well that is it.
After experimenting with a procedural generation system and the tile size and settings and how it would perform, I began with making the first few base tiles which would be used for testing purposes as I learnt how to do procedural generation and these worked really well outside of needing to make a few changes like doorframes or the textures just mess up.
After designing them two creature concepts I wanted to move further into designing the actual core concept of the game and in this case I am wanting to focus fully focus on Level 0 which is the notorious level everyone starts at in the Backrooms.
My idea for Level 0 is to first begin with "Tile Procedural Generation" and this is where you will use tiles which are all the same size to generate a map following a multitude of settings.
After more experimenting with designs and alterations I decided that instead of trying to texture the colours in Blender which honestly is visually a pain, I decided to change everything to pastel colours giving them their own unique material IDs and then once I have hand drawn the materials until I can afford substance painter, it will just be able to be slapped on with some setting adjustments.
When trying to set up the tiles using some form of lighting, I began with spot lights in each tile. This looked great but then when being spawned it caused a LOT of lag due to the amount of lights being spawned even with the performance system and then I tried just baked lighting but you cant bake lighting on the move otherwise you receive the same issue.
In the end I decided on adding a filter to the screen which at first I did not know so I had to do some research and get help from ChatGPT in answering my questions and eventually I produced a very experimental product.

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