Yerba Buena | Cutscene VFX

Collection of some of the VFX I worked on for the cutscenes of Yerba Buena, a puzzle platformer video game developed by Mad About Pandas, published by Focus Entertainment.

The oscillator upgrade VFX and the green beam VFX have been a collaboration with Noah Garcia (technical artist)
https://noahgar.artstation.com/

Art Team Credits:
Giulia Pratillo - Art Director
Vanessa Hermann - Lead Animator
Mino Stratmann - Animator
Kateryna Pinchuk - Storyboard artist
Christopher Bukal Chilicuisa - Character Artist
Alexander Tilly - Environment Artist, Concept Artist
Maresa Althof - Environment Artist, Concept Artist
Pia Redeker - Prop Artist

Player re-spawning VFX

Cutscene for transporting the player from one level to another with completely different game environment and lighting. It was achieved by baking the target level scene as a cubemap texture from camera.

Alternate lighting concept for the cutscene.

Alternate lighting concept for the cutscene.

The ground breaking effect is achieved with a custom shader for procedurally scaling, moving and rotating vertices.

Game worlds transition scene. Similarly to above, it's achieved with a baked cubemap, with the additional lighting transition for the player and the few 3D objects such as the tent's shading to match the environment they are in.

I worked on the main portal shader, the depth intersection effect, and the appearing animation of the portal. The overall vfx graph implementation credits goes to Noah Garcia.

Oscillator upgrade cutscene VFX

Often instead of creating concept art for the VFX, I started blocking out with quick textures, vfx graph and timeline in Unity. This is the initial block-out.

Big reveal after the player wins the boss fight