Spite: Threads of Fate

𝙃𝙐𝘿 𝙍𝙚𝙨𝙤𝙪𝙧𝙘𝙚𝙨
I made the HUD shaders in the game. The HP and "Spite" resource uses the same shader but with different color, scale and movement of the textures.
The same goes for the XP bar and enemy HP bars.

𝙎𝙬𝙞𝙣𝙜 𝙀𝙛𝙛𝙚𝙘𝙩𝙨
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.

𝙇𝙖𝙣𝙙𝙨𝙘𝙖𝙥𝙚
For the ground shader I used vertex color and a splatmap to mask out the different texturesets since we used cliff pieces as building blocks the sides shouldn't have the splatmap projected onto it.

𝙇𝙖𝙣𝙙𝙨𝙘𝙖𝙥𝙚
For the ground shader I used vertex color and a splatmap to mask out the different texturesets since we used cliff pieces as building blocks the sides shouldn't have the splatmap projected onto it.

𝙁𝙤𝙜
We used a combination of local particle fog and a depth based large scale fog to cover up the background of the world. Both shaders uses noise textures scrolling over eachother.

𝙂𝙖𝙢𝙚 𝙏𝙧𝙖𝙞𝙡𝙚𝙧 - 𝙏𝙝𝙚 𝙂𝙖𝙢𝙚 𝘼𝙨𝙨𝙚𝙢𝙗𝙡𝙮

Spite: Threads of Fate

"As a fallen shieldmaiden denied Valhalla, you awaken in Helheim with nothing but your hammer and fury. Fight through the undead hordes and reweave your threads of fate."

'Spite: Threads of Fate' was the first project I participated in 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 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.
It was a challenge in many ways since neither I nor Åke had any experience in writing HLSL before working on this project. Also working in an engine in active development is a challenge on its own. But we had good interdisciplinary communication and managed to produce a solid product based on the circumstances.

𝗥𝗢𝗔𝗗𝗞𝗜𝗟𝗟 𝗜𝗡𝗧𝗘𝗥𝗔𝗖𝗧𝗜𝗩𝗘
Programming:
Adrian Bjurström: https://adrianbjurstrom.com/
Daniel Berg:
Frederik Bjerno: https://bjerno.net/
Jacob Torudd: https://jacobtorudd.com/
Jonathan Karlsson: https://www.jonathankarlsson.com/

Level Design:
Emanuel Perpåls:
Josephine Ahlbin: https://www.josephineahlbin.com/
Martin Rogmark: https://www.rogmarkleveldesign.com/

Game Artists:
Emil Nilsson: https://emilnilsson.artstation.com/
Hedvig Karlsson: https://hedvigkarlsson.artstation.com/
Sejla Jahic: https://sejlajahic.artstation.com/
Christopher Blom

Animators:
Leo Jansson: https://www.leojansson.com/
Nat Pettersson: https://natpettersson.com/
Soon-Ie Lagerberg Olausson: https://soonie.squarespace.com/

Tech Artists:
Åke Sjögren: https://www.akesjogren.com/
Elias Örn: https://eliasorn.se/

Composer:
Ella Eriksson: https://www.ellaeriksson.se/