CHARACTER SHADER: LIGHTING
Authored shader in HLSL and ShaderGraph to support a mix of realistic and stylized effects for characters.
Hard-edge rim lighting with sensitivity adjusted by vertex color alpha channel.

CHARACTER SHADER: ANISOTROPIC HAIR
Authored anisotropic highlights for Haru's hair. Based on the Kajiya-Kay model, but altered slightly to better fit the stylized vision of SPOOKULELE.

PROCEDURAL ANIMATION: HEAD TURNING
Authored in-engine tools to support procedural head-turning to breathe more life into the protagonists.
I used this technology to make the protagonists dynamically face enemies the player was locked-on to during combat.
I also added dynamic bone effects on floppy parts of the characters, such as Spooky's hat and Haru's bangs. The secondary animation helped sell the natural motion.

PROCEDURAL ANIMATION: SPOOKY FACETECH
Authored in-engine tools for procedural facial animation for Spooky. His eyes are planes; the tool uses UV displacement techniques to achieve the intended effect.

GAMEPLAY DEBUG TOOL: FRAME DATA
Authored in-engine tool to assist with debugging combat gameplay. Visualizes frame data & hitboxes.

GAMEPLAY DEBUG TOOL: ENEMY SPAWNER
Authored in-engine tool to assist combat designers with creating combat scenarios. Allows a user to spawn enemies into the game during runtime and change certain game rules, such as making the player invincible or giving them unlimited mana.

VISUAL EFFECTS: SPELLCASTING
Created visual effects for various spellcast animations using a mix of particle systems, post processing effects and custom shaders. On the right is Volt Bomb, Haru's signature spell.

VISUAL EFFECTS: ENEMY DEATH
Enemy death effect utilizing the power of Unity's Visual Effect Graph.
