Portfolio

Project examples

Particle Effects

Bugs On Parade

Along with six trail renderers where the pill bug’s legs would be, a simple particle emmiter was set up in front of the player to show off mud and speed. The emmiter was attached to the bug, while the camera actually follows the little rider on top. Coupled with the particles going from dark to light and clear, this shows off the motion of the bug and allows the mud to seemingly spray past the POV.

UFOtto: BRR-32f

Finding books around a Mediterranean village may seem like a nice vacation, deadly robots and a nuclear winter could change your mind.

    The snow on this level was set to spray in the direction of the player (left) while the entire level is slightly tilted right to force the player into it. Randomized particle size allows the big snowflakes to feel heavy while the small ones keep the storm sharp and unpleasant.

Shaders

Fishing At The End Of The World

The water shader for this game was made by combining together three different styles. The team opted for a lake instead of an ocean, but still wanted a strong colour identity similar to LoZ – The solution was to make a clearer colour with visible depth progression, that plays between blue and green. While the water plane warped and the noise danced over time, the shallows still feel warm while the depths are colder and more natural.

Kneon Knights

A retro style, fast paced, Doom-like shooter. The splash screen for this project was achieved by creating a burning effect in the Unity shader graph, then placing it on an image in the actual 3D world space instead of a canvas so it could glow according to the global volume profile. Overlayed on the camera was another custom shader material that renders a checkerboard across a full pass tiled 0.5x, 700y to emulate CRT TV scan lines and some mild chromatic aberration.

VFX

Scroll to Top