Friday, November 28, 2025

HW 13 Procedural Geo Gen

 Reads a json geometry file, generates geometry based on coordinates of vertices and outputs a random unique color for each country.


Thursday, November 13, 2025

B Stage VFX

This week is mostly focused on refining and adding logic to VFX. I also create an outline shader that ties the visuals together. I modified the eyes to be brighter with smaller pupils. The eye VFX also increases in spawn rate based on distance to the old man. I also refined previous VFX based on feedback and exposed more parameters for easy editing.








 

Tuesday, November 11, 2025

Inheritance

 


Made this gosh darn shape using inheritance and custom python modules. 

I would show you the code but that is confidential info that could be used for nefarious purposes in this cohort or future cohorts. 
I would be glad to help if you need. 

Thursday, November 6, 2025

High Res Meshing - 'C' Stage

 


Created eye decal vfx on the walls. The eyes are spawned in by invisible plane meshes colliding and creating a collision event. This collision event spawns in the eye decal. 
This was inspired by the Place Particles on Depth Buffer GPU, but this node did not have the functionality to copy the normal vector of the object it spawned on for the sprite orientation. The eye decal solved this issue. 


I also added in logic to initiate and intensify the insanity effect based on distance to the old man. 

I also exposed the controls to the insanity intensity and the Spiderverse shader in a Material Parameter Collection. I could not figure out how to add the controls to the post process volume itself, but this solution also combines the two into one place. Before, the two parameters were in different post process volumes. 





Tech Art Fall Project

  Tech Art Fall Project. Visualization of potential gameplay for capstone game.  Lightning impact VFX created in Unreal Engine.  Breakdown o...