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Game projects

At The Game Assembly I had the wonderful opportunity to work in a team-oriented and collaborative environment. Which closely resembled a small-scale game studio, where we used a custom engine curated at the school to create three projects throughout the course. Currently, I am contributing to the development of "Ekaya and Pebbles: a helping hand", which is our second ongoing project. As of this date we have not yet started our third installment. 


I invite you to browse through my portfolio on this page, which showcases my involvement in the game projects I have worked on

Yellow Plagu

"A greedy witch hunter with newfound magic abilities saves a voodoo swamp from a yellow plague."

MY CONTRIBUTIONS

Workshoping ideas, and  creative solutions

Conceptualizing ideas, and contructing a framwork

Creating VFX for boss and enemies using HLSL

This was not only my first project at The Game Assembly, additionally to this, it was my first time working in our custom engine, Volt. We were learning as we were creating the game, I had never worked with HLSL before and didn't know how the pipeline worked. Eventually I got the hang of it and created the VFX for the enemies and the boss.

Team:

  • 6 programmers

  • 4 Level Designers

  • 5 Artist

  • 2 Technical Artists

  • 4 Animators

Production: 

  • 8 weeks halftime, 20 hours a week

Engine: 

  • Volt (Our own game engine)

Version Control: 

  • Perforce

Genre: 

  • Action RPG

Ekaya and pebbles

"Restart the heart of an ancient colossus and rid it of parasitic rocks using your telekinetic gauntlet"

MY CONTRIBUTIONS

Help test and further improve the shader pipeline

Create attack VFX and environment effects using HLSL and Volts particle system

Make a hanging vine and growing ivy tool for the artists

Ekaya and Pebbles was the second game that I helped create, our game reference was Ratchet and Clank. During this project I helped with various tasks, my main role was to create VFX. I mostly created various attack effects, but I also made environmental effects such as a waterfall and a water shader.

Team:

  • 6 programmers

  • 4 Level Designers

  • 5 Artist

  • 2 Technical Artists

  • 4 Animators

Production: 

  • 8 weeks halftime

  • 20 hours a week

Engine: 

  • Volt (Our own game engine)

Version Control: 

  • Perforce

Genre: 

  • Thirdperson Action 

Project Highlights

This is the water shader created for the game. The first iteration was heaveöy stylised, but after some feedback I updated it to fit the style better. The first one you see is the first version and on the bottom is the updated shader in-game.

I also created a procedural vine simulation tool. I made this so that we could create foliage at a faster speed and make multiple iterations.

Main features of this tool includes:

  • Optimized mesh

  • Realistic hanging vines

  • procedurally change leaf and Vine amount, as well as size

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