This project was my first introduction to the Unity shader graph pipeline. Up until this point, I had only exclusively worked on C# scripting for game creation, and raw .hlsl files for shader creation as well for my summer project at NASA Goddard. For this introduction to the URP Shader Graph pipeline, I attempted to recreate my characteristically painterly artstyle with several toon shaders, textured custom shadow shaders, as well as a sobel-based outline shader. The images you will see below also have several layers of post process on them, which utilised the render features of the URP pipeline. All in all, I think this silly, fun project was an amazing first introduction to the limitless possibilities of Unity as a tool, and I have since been inspired to add on more effects to enhance the mood of my 3D paintings in Unity.
Complete breakdown and introduction to this project can be found at this Github link where you can also view my project.
Below is also a video detailing the breakdown of the post process shaders of this project.
Mushroom Mania. A bullet hell platformer game which plays as a typical dodging game in that one controls the player, a small mushroom with a spore gun, to shoot down a three headed mushroom consuming monster. All of the animations in this game were drawn and animated by me in Procreate.
This is a game that I made with three others during a game jam hosted by our school's Game Development Club. Since attending my first game jam last year as a freshman, I started to enjoy the spontaneous and gung ho energy that game jams usually bring, hence I participated in yet another one.
This game is the product of a 24 hour game jam for University of Pennsylvania's Game Development Club, and it won the award for Best Production Value in the game. The premise of the game is a rhythm-visual novel game, where battle sequences are programmed to be in the form of rhythm games with the aim of making the game more interactive and engaging. Featuring an entirely original soundtrack composition and asset collection, Gaslight, Gatekeep, Girlboss is indeed a complete visual novel game with three possible endings that the player can play through.
For my part, I was responsible for most of the art assets, as well as some of the managing of different scenes and possible routes. I drew the concept arts, backgrounds, and cutscenes for the game, and created some of the ending scene dialogue pipelines.