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
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
Very early gun VFX, just a circle for the muzzle flash at this point
Early draft with more  particles
Early draft with more particles
Later iteration
Later iteration
Advanced version of the Ammo Indicator
Advanced version of the Ammo Indicator
Changing VFX from Upgrade SMG
Changing VFX from Upgrade SMG
Changing VFX from Upgrade Shotgun
Changing VFX from Upgrade Shotgun
Gun upgrade applying status effect on enemy
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 Boss Visuals
Final Boss Visuals
Final VFX
Final VFX
In-Progress GIF
In-Progress GIF
Shield VFX On/Off/Damage
Shield VFX On/Off/Damage
Boss Highlight Iterations
Boss Highlight Iterations
Boss Highlight Iterations
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
Magnet Blades Attack Animations + Glow VFX
Sanctuary Shield + Grenade Explosion
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.
Back to Top