NITO
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Technical Art

Transition FX

This effect is supposed to hide the transition between two scenes.
​
It was created in the Pico8 engine and consists of only ​the code on the right.
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New Year's Doodle

This procedural animation was entirely created in code, using the Pico8 engine. The projectiles are fired using Bézier curves and the explosions are done by drawing circles, lines and dots.

I could imagine this would look more fun if there were different patterns, as well as more types of rockets and color combinations.

Range Indication

This effect was made in Unity for the Dungeon Sim game. It is supposed to show the player the squares on the grid that he can build on (3x3 in this case).
The effect was done using a shader in combination with a sprite mask.
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Dynamic sprite shadow

This was an experiment to give 2D sprites a more atmospheric feel through lighting.
​The effect was achieved by using a regular pixel art sprite and a hand drawn normal map (in Aseprite). The textures where then taken into Unity to apply a cartoon shader to them.

Dynamic 2D shadow

This is a tech demo of a lighting system for a 2D game.
For example, it could fit with a top-down stealth shooter.

The effect was created in Pico-8 with limited resources
and the main tool that was used is raycasting.

Something that could be improved are the hard edges, as soft shadows would result in a more pleasant look. The line jittering might also be resolved by this.
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Particle Effects

These effects were created in Unity, using the new VFX Graph tool. The sprites for them come from a particle pack by "Kenney".

The particle systems were made for a university assignment. The task was to create effects using mathematical functions over all of the individual particles, such as f(x)=x².

Wobble Shader

At first, this shader was prototyped in Unity's new
Shader Graph tool. Afterwards it was translated into surface shader code for an older project.
The effect is controlled by a script, which writes grey values to a texture. The shader then takes these values as height data for the vertex displacement.

​The idea was to give the impression that the picture works like a portal, taking you into another world.
This was heavily inspired by Mario64.
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Mesh Generation

These are meshes which where dynamically generated in Unity. For this, the code takes parametric functions and turns them into verticies and faces.

In the second part of the gif the same shapes repeat, but with a water shader (using vertex displacement) applied.

​With some modifications, animated patterns or fractals could also be generated with this code.
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  • Overview
  • Categories
    • Games
    • Pixel art
    • Animation
    • Technical Art
    • 3D
    • Other
  • About