Yerba Buena | Gameplay VFX

Collection of some of the VFX I worked on for the gameplay of Yerba Buena, a puzzle platformer video game developed by Mad About Pandas, published by Focus Entertainment. Other than creation of some of the gameplay vfx, I was responsible for the integration and programming of all VFX into the game.

All VFX have received continuous feedback from our art director Giulia Pratillo.
https://ghp.artstation.com/

The laser and portal VFX have been a collaboration with Noah Garcia (technical artist)
https://noahgar.artstation.com/

The collectible objects represent a dev log in the virtual game production of Yerba Buena.
The effect was created using Unity's Visual Effects Graph, with multiple emitters and custom shaders for effects such as distortion, procedurally animated sine wave

This scene shows the start of the boss battle level.

Vortex effect, controlled by the game's villain to spawn objects into the game world.

Vortex effect, controlled by the game's villain to spawn objects into the game world.

The effect is developed in VFX graph, with a shader for polar coordinates, procedural swirling noise and distortions.

The effect is developed in VFX graph, with a shader for polar coordinates, procedural swirling noise and distortions.

In Yerba Buena, the glitch effect represents the objects that player can paste traits onto.
The glitch effect is a full screen shader that uses an object ID pass and layer masking to apply the glitch pass to specified game objects.

In Yerba Buena, the glitch effect represents the objects that player can paste traits onto.
The glitch effect is a full screen shader that uses an object ID pass and layer masking to apply the glitch pass to specified game objects.

The shader uses biplanar world-space UVs instead of screen UVs to be static per object instead of move with screen space to avoid motion sickness and artifacts.

Early explorations for prototyping the glitch effect

Early explorations for prototyping the glitch effect

Early explorations for prototyping the glitch effect

Early explorations for prototyping the glitch effect

Early explorations for prototyping the glitch effect

Early explorations for prototyping the glitch effect

The lasers are puzzle obstacles in the Bunker level of Yerba Buena. I worked on the implementation and optimization of this effect.

The lasers are puzzle obstacles in the Bunker level of Yerba Buena. I worked on the implementation and optimization of this effect.

The lasers are meshes that need to be dynamically resized with updated bounds based on the surface they hit, and spawn particles where the hit position is.

The flammable barriers are puzzle obstacles in the Bunker level of Yerba Buena.
‍
The effect is achieved with a burn shader, simple particles that spawn around the radius of the burnt area. The animation is triggered when the target is hit with lasers.

The flammable barriers are puzzle obstacles in the Bunker level of Yerba Buena.

The effect is achieved with a burn shader, simple particles that spawn around the radius of the burnt area. The animation is triggered when the target is hit with lasers.

This gameplay feedback VFX is triggered when an object can no longer move due to colliding with another surface.
It was particularly challenging to always spawn the particles in a relative way to the object's bound size and camera orientation.