Now for some tech stuff. For the plants, we again used our screenspace subsurface rendering to emulate the transparency of the leaves. The far background has a dynamic bokeh effect to help the player focus on the play area. From behind warm sun rays shine through the window. To achieve the very soft look, we used a radial blur with 512 samples for each ray. Maybe a bit over the top, but as the sun rays interact with the shapes you move, it was important to have a flawless look.



Another tiny but nice effect is the chromatic aberration in the glass shape. Its dynamic and simply looks gorgeous when you move these shapes.



To achieve high-quality reflections, we rendered the whole scene three times. The water plane acts as a mirror and so does the table, on the smoother areas. Another option would have been to use screenspace reflections, but this would have caused too many artifacts in this case.