

Hand modelled in ZBrush and rigged in Maya. The ripple effect on the ground it offset in world position and plays based on the player location, with and adjustable and speed.
Town and rocks made procedurally in Houdini. The rocks are simple meshes that go through a VDB process. The water shader is a single layer water material that interacts with with objects it comes into contact with.
A masked single particle plane with one texture call. The shape is blocked out with two radial gradients, then the flames are created through manipulation of a texture. The fire and core are lerped.
Force field shader with no texture calls. Uses manipulation of masks and the floor, frac, and fmod nodes to create triangles that tile into a shield pattern,
Hand drawn in PhotoShop to emulate a star chart for an otherworldly effect, clouds slowly rotate and stars use a blown out version of the same texture that pans to make it seem like the stars are twinkling.
The player’s location is found and set to a parameter, which is then subtracted from the particles position to be used as the point force driving particles away.
Enemies spawn from children’s nightmares thus was given hand-drawn scary faces that is being manipulated to be constantly shifting.
Material Parameter applied to health amount, gets progressively more intense as dame is taken.
Saving kids from their nightmares was a core aspect of this game, but there wasn’t the bandwidth for interior scenes. This shader was created to substitute that worldbuilding aspect and ensure the message was still articulated. Each texture is given a different value in bump offset, and then the total value of each channel is added. Any value that is black is overlooked and moves to the next texture.
Process work for a independent game currently in development. The character is meant to have hair that flows similarly to that of Celeste but uses a Niagara System. This was accomplished by setting the particle’s lifetime to be longer the closer it is to the player’s capsule component.
The creation of a very caustic stylized shader in Unity shader graph.