Tuesday, June 30, 2026

Sprint 4 Spaghettification VFX

 


I had the opportunity to take on the spaghettification VFX between the two characters. This was a fun challenge for me. I learned more about using index of refraction in the material graph and the rotate around point node in Niagara. For index of refraction I previously was never able to fade the edges so that the distortion sphere fits into the environment. This task gave me the chance to dig a little deeper and understand how the index of refraction setting works in the UE material. Rotating sprites around points is actually a pretty involved process if you want the effect to be organic/realistic looking.


My work in Perforce.

Tuesday, June 16, 2026

Sprint 3 | Second Pass for Black Hole Character

 

For this sprint I worked on developing the shaders for the character, I also implemented them onto the updated character mesh. 

The new work I added is updating the veil to be more particle based rather than mesh, Updating the dress to have a custom glitter and adding a fabric look, and fixing the skin star panning to work on the updated meshes.

Sprint 1 to Sprint 2






Tuesday, June 2, 2026

Sprint 2 Soliloquy of Stars


I created the first pass for the character. I needed to create a skin shader that takes in color maps. I added a circular gradient so that the color changes from the center toward the arms and legs. I also created a dress material that goes transparent where it's needed. The head, veil, and falling stardust VFX were all adjusted from before to fit the new visual development of the character.

All my textures in the source folder for art assets.

My materials, systems, and textures in the project.

Final Delivery

  These show the bulk of my contributions to the project. I think the part that can definitely still use more work is the dress shader I mad...