All SFX were using Noisemaker
Cubase 6: Ping Pong, channel eq, studio eq, bitcrusher
Tal Reverb
SPAN analyzer
George Yohng Limiter 1
Kjaerhaus Classic Reverb
Instances: 10
Song: https://soundcloud.com/bjporter/bjporte ... -neon-pong
Screenshots of game:



More info on the game:
There are 21 different map styles. Each map is quite different - some are claustrophobic, and others have a visual impediment to deal with. One of the maps has a cool ripple effect that hits the walls (didn't have time to add it to all maps).
The AI is super basic, and sucks, but works. The collision is the worst part... i didn't have time to make it proper, so it could get nasty, and require a restart of the game. And hence that is the reason you win after 5 points... 11 isn't realistic right now
All in all a fun experience.
The game was made using Unity 5.4.0b23 beta build. The grahpical style is extremely odd, in that it relies entirely on post-fx shaders. Not only that, but it relies on abusing various post-fx beyond their purpose. For example stacking multiple blooms along with ambient occlusion turned up all the way, on top of the debugging visual queue of an anti-aliasing filter (converts scene to edges). That's the gist of the neon effect.
Download Neon Mega Pong:
64bit Windows: https://github.com/bjporter/mega-neon-p ... .Build.rar
32bit Windows: https://github.com/bjporter/mega-neon-p ... .Build.rar
Source: https://github.com/bjporter/mega-neon-pong
