HUD Resources
I made the HUD shaders in the game. The HP and "Spite" resource uses the same shader but with a series of lerps controlling the color, scale and movement of the textures.
The same goes for the XP bar and enemy HP bars.
Player and Boss Attack Swing + Blood Splatter.
I also made the indicators for enemy attacks. In addition to the vignette shader which changes color when damaged.
Bloater Explosion
Utilizing vertex colors to mask out vertex displacement in the build up and a combination of shaders and our in house particle system, Probably the most layered effect I made for this project.
Shield Particles
By reusing the UV "spherification" from the HUD orbs I was able to create a shield bubble using only billboard particles.
Game Trailer - The Game Assembly
'Spite: Threads of Fate' was the first project I was a part of in my Tech Art education at 'The Game Assembly'. As part of that project I learned how to work in a custom engine, engaged further with the graphics pipeline and how to write shaders in HLSL. Together with my fellow TA Åke Sjögren (https://www.akesjogren.com/) we concepted and implemented shader and VFX solutions in the game.