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Genres: Tower offense, Rogue-lite, Magitech, Bullet hell
Development Status: In Development
Team Size: 20+
Role(s): Art Lead
Tools / Engines: Unity 3D URP, Substance Designer, Blender
Responsibilities:
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Ensure asset optimization and fidelity in engine
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Implement model and visual effect assets. Polish as needed
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Facilitate information between programming and art teams for streamlined visual implementation
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Pick up fall through art tasks that are dropped across the team

Game Description

Altarune is a tower-offense game that I am currently leading development for. Set in a top-down, magi-tech, 3D pixel-art style, below are showcases of assets I've implemented and polished in engine!
Towers

Furnace
Tower
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Model by Joseph Britt
Smoke asset by Jasmine Cobb
Implemented billboard fire via EmberGen along with smoke and emissive touchups
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Gatling
Tower
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Implemented targeting & recoil animations, lighting/emissives, and hit FX
Model & muzzle flash by Vivian Gu

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Tile assets by Matthew Cox
Touched up with sand material, world space gradients, and stylized water

Pre-int
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Tilesets
3D Pixelation

t3ssel8r style rendering achieved via toon shading, line-art render pass, and edge highlights.
The pixel pass is achieved by sampling the screen texture in blocks. The render pass sends the block's center pixel coordinate to the pixel shader, which uses this value to resample the render texture via point filtering, resulting in surrounding points matching the color of the block center.


Battery
Model by Lily Carras
Implemented lighting and circuitry shader for clear telegraph of effective area


Materials & Rendering

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