As the 3D and VFX artist for Lockjaw: Robo-Royale, I was tasked with making shaders, particles, and other visual effects for the game. This is a collection of my work that can be seen front and center during gameplay, as well as some pipeline-oriented work.
The water shader made for our level Waterworks had a large amount of modularity, allowing me to repurpose it into an acid shader for our level Dynamic Depot.
Footage of the water and acid shader during gameplay.
The lava shader was a tricky endeavor, as I wanted something that had multiple layers of movement as well as interaction with assets that would intersect it.
Footage of the lava shader during gameplay. I was also responsible for the creation of the scaffolding platforms.
While visually simple, the conveyor shader cleverly utilizes both object space rendering and splines for the arrows to follow whatever path is needed.
Footage of the conveyor shader during gameplay.
As both a barrier to avoid plunging into the water and a hazard that removes parts, the electric fence has multiple values that can be tweaked to create a wide variety of patterns.
Footage of the electric fence during gameplay.
For the players to have unique and customizable faces, a shader material was made to allow for immediate swapping of animated sprite sheets.
Footage of the face shader during the player-select menu.
The respawn shader was made to both easily indicate where the player was appearing on the field and allow for a brief period of invulnerability.
Footage of the respawn shader during gameplay.
A comic book stipple effect was also made for UI elements, allowing for a more dynamic and active look for our menus.