For his award-winning VR Interaction I helped a fellow master student with some specific technical problems. I fixed the rendering sorting, created a custom unlit shader that supports splat-mapping. For the climactic explosion scene I conceived and experimented with alternative UV Topologies to ensure a smooth texture mapping, that was easy to paint on. I developed a shader for custom colorization with outlines. And I solved multiple bugs about collision and camera overlapping events.
For the main explosion I conceived and implemented multiple sprite-based explosions and procedural animations. Exploding buildings, lightnings and rotating strips for the illusion of a sphere. All could be art-directed through the inspector