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.
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.
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.
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.