Arcade Flight Sim Proof of Concept
Like a lot of people, I really enjoy the crunchy, pixelated look of many retro games. There’s something iconic about the look of games made with limited color palettes and severe hardware/resource constraints that makes them very aesthetically pleasing — so, like many others, I spent some time trying to recreate that look with modern tools. Specifically, I wanted to create an arcade-style flight simulator a la Star Fox with a more modern take on the retro-style… style.
For this project, I was inspired by the game A Short Hike, which has both an adorable art style and fun, simple gameplay that I thought would be a great challenge to replicate (the art style that is – although I suppose you could call A Short Hike a flight simulator, in a sense!). The game’s creator, Adam Robinson-Yu, gave a talk at GDC in 2020 where he discussed several aspects of the game’s creation, including the art style and rendering tricks used to accomplish it.
The game’s iconic pixelated look is achieved by rendering the output of the main game camera to a downscaled render texture, and then blowing that up without any antialiasing to then fit the target resolution. For my project, I did this in the same way by rendering to a Unity Render Texture, then displayed that on the UI inside a RawImage object. By tweaking the render texture resolution, I was able to achieve a slightly more pixelated look that I felt better suited my overall goal. I then modeled some simple assets and began building the shaders using Unity’s built-in URP Shader Graph to create the ocean shader and other shaders in the scene.
If you’d like to try it for yourself, you can here! Use W/A/S/D to control the ship, and Q/E to roll. It also works with a gamepad controller.