Here’s another behind-the-scenes look at Max Blastronaut. This time we construct a scene, node by node. Starting off extremely basic (which is pretty much how the game looked a year ago), it quickly builds into what we have today. In order of appearance, this clip shows: the skycube, background ships, sky objects (asteroids, planet rings), planets, enemies, players, weapons, headlights, transparent items (nebulae, particles, laser beams), post-processing (god rays, bloom, lens flare), and finally, depth of field.