Gold Lining
Sondering Studio
For this project, I was contracted to complete 2 major tasks - create a waterfall shader, and develop a procedural 2D wave system that dynamically reacts to player collision.
Waterfall Shader Features:
Transparency control
Waterfall height control
Gradient coloring
Foam highlights
Scroll speed
By creating numerous parameters, level designers and set dressers are able to have a high degree of control over the aesthetic of each waterfall in every scene.
For the procedural wave system, I made use of Unity’s 2D Sprite Shape Controller, which allows for sprites to be shaped through spline curves. I created a C# script that communicates with that component and displaces each spine point in a wave pattern, and adjusts the size of the wave according to the velocity of the object. Level designers/set dressers are given control over the dimensions of the water pool, outline thickness, and the stiffness and frequency of the waves!
Glitch Guard
Solo Project
This project was for the Acerola 0 Game Jam, a month-long game jam that focused on solo developers. I decided to create a stylized clicker game with a strong emphasis on technical art implementation. The skills used for this project included:
Shader Development: Created custom stylized shaders using Unity’s Shader Graph - implementing techniques such as vertex displacement, scrolling noise, and parallaxing. Optimized shaders for performance in web browser.
VFX Implementation: Developed various visual effects using Unity’s Shuriken particle system, focusing on stylization, timing, and communicating gameplay.
3D Asset Optimization: Modeled and optimized 3D assets for in-game use, employing techniques such as retopologizing the model and low resolution texturing.
Animation and Rigging: Rigged and animated various 3D assets, to create responsive and stylized animations.
Pipeline and Tools: Managed the entire game development pipeline, utilizing Github for version control and C# tools to streamline workflows.
Stylized Art Direction: Worked to ensure that the technical art elements reinforced the game's unique visual style.
N.E.O.
Global Game Jam 2023 Award Winner
1st Place - Best Art and Animation
1st Place - Community Choice
2nd Place - Most Fun Game
I worked remotely with a team of 4 on this project over the course of 3 days!
I took charge of the art direction and was responsible for all gameplay art assets.
This rope VFX system was made in Unity for a project where we needed a good looking expanding robotic arm to support our games as the main mechanic and the jam theme “Roots”.
When modeling the claw in Blender, I made the middle of the claw similar to an accordion so that when it is scaled vertically, it will maintain volume and look believable. Then, when implementing the game mechanic in Unity, I created a C# script that updates the accordion's scale, position and rotation based on the distance between the end points.
I also implemented a visual effect feature that checks what color wall the player has grabbed, and flashes that color to better communicate the player’s actions.
Pescebearian
Greenlight Jam 2022 - 1st Place Winner!
Greenlight Jam is game jam where participants are tasked with going through a full game production cycle over the course of a month. In 2022, I entered this game jam with a remote team of 10 as a Technical 3D Modeler and Animator.
I primarily used Blender throughout the jam to model, texture, and animate the fish enemies and the final boss as well as animating the player character.
I collaborated with our gameplay programmers to create an Animation Controller to have animation states that support dashing, strafing, and multi-hit combos through the use of Avatar Masks.
Roboxer
Solo Project
An Old Personal Project!
I wanted to create an arcade beat'em up game with the goal of fine tuning my VFX and animation skills. I modeled, rigged, and animated the player character and enemy models in Blender, implemented both into the game with animation blend trees and C# scripts. I also created simple enemy behaviors using Unity's NavMesh system.
The punch VFX are highly inspired by rock'em sock'em robots, and became the base of the combat where you have to punch enemies with the corresponding color of your gloves. The game on hiatus as I continue brainstorming ideas on mechanics and design ideas.