2023-2024
Undergraduate Student Capstone
Technical Artist (Shaders, Materials, Lighting, VFX)
One of the most important aspects of To Oasis that I spent the entire year on was the shaders. It was a highly iterative process that combined many techniques. The final result is a Physically-Based Lighting model that has several stylizations for visual emphasis combined with post-processed sand-storm, volumetric fog, and outline effects.

Early Shooting Build, shows an early version of the ammo indicator shader

Very early gun VFX, just a circle for the muzzle flash at this point

Early draft with more particles

Later iteration

Advanced version of the Ammo Indicator

Changing VFX from Upgrade SMG

Changing VFX from Upgrade Shotgun

Gun upgrade applying status effect on enemy
Gun VFX System
Unity, VFX Graph, C#, HLSL
This is the VFX that I worked the most extensively on. From the very early iterations at the very start of the game, to the modular VFX system built for multiple cameras and has to change based on the upgrades the players put on the guns.
This VFX system was also made to be universal, meaning that it could be applied easily to all weapon varieties, with minimal changes such as replacing a mesh or altering the colors. This was because otherwise the system would get too out of hand as every gun needed to be able to take in all gun upgrades.

Final Boss Visuals

Final Boss Visuals

Final VFX

In-Progress GIF

Shield VFX On/Off/Damage

Boss Highlight Iterations

Boss Highlight Iterations

Boss Highlight Iterations
Boss VFX
The Boss VFX consisted of many elements. I primarily worked on the highlight effect to make the boss more visible in the world and shield effect around the Blade Sentinel.

Magnet Blades Attack Animations + Glow VFX

Sanctuary Shield + Grenade Explosion
Boss Weapon VFX
Although cut from the final build of the game, the original design would've had special weapons that the bosses dropped. The above two GIFs show the I progress we had made on the boss weapons and the VFX I made for them.