Once the obstacles worked, I moved on to how the shore looks. The goal was to replace the grid surfaces with a world that actually looks like sand, stone, wood and sea.

The obstacles and decor were in place, but the ground and road were still the test grid, and the sea was a flat, single-coloured surface.

I wrote my own shaders for the road surfaces: stone paving on the quays, wooden planks on the piers and a dirt road for the climb. The ground shifts between wet sand, sand, grass and rock depending on height and slope. The sea changes colour with depth and foams along the shore.

The climbing road is carved into the mountain: a solid rock wall on one side and a cliff dropping to the sea on the other. The sea side is the only way to fall, so the obstacles always push you that way.