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Eternal Machination
Project type
Capstone Project (Rochester Institute of Technology)
Date
2023-2024
Role
Level & World Designer, Technical Game Designer, VFX Artist, Developer
Link
Levels and World Design
I designed immersive levels that seamlessly blend gameplay and storytelling. The First Sanctum introduces players to mechanics within a heavenly realm of floating islands inspired by rococo architecture. Each island serves as a tutorial while reflecting Archonic lore. The Eldritch Marshes, on the other hand, are desolate wastelands filled with skeletal ruins and polluted rivers, telling a story of exploitation and decay through environmental details.
Shaders
I developed shaders that enhance the visual identity of the game. The First Sanctum uses cel-shading and outline shaders combined with custom LUTs for vibrant, color-popping effects. For the Eldritch Marshes, I created a poisonous-looking water shader using Gerstner wave functions and panner nodes for realistic movement. Both shaders underwent iterations based on player feedback.
Particle Effects
My work on particle effects emphasized shadow-based visuals. Seethe’s hair flows dynamically using Niagara ribbon emitters, while shadow trails during movement blend Seethe into the environment with ground particles lasting for seconds. I also designed the Shadowcrash AOE effect, which uses swirling radial patterns and dynamic parameters to create impactful visuals during attacks.
Programming and World Interactions
I implemented systems like portals that allow players to teleport between islands while previewing destinations through cube maps. The compass system dynamically updates based on player rotation and location, ensuring seamless navigation in complex environments.
Environmental Storytelling
I integrated storytelling into every aspect of the game world. In the Eldritch Marshes, skeletal remains serve as landmarks and narrative devices, hinting at past conflicts between humans and Archons. Polluted rivers and broken machinery reinforce themes of industrial exploitation without explicit exposition.
UI/UX Development
I created wireframes to establish clear hierarchies for HUD elements like health bars and compasses. The tutorial sequence in the First Sanctum teaches mechanics intuitively through visual cues and narration by Archollia, ensuring players understand core concepts while immersing them in the narrative.
These contributions reflect my ability to combine technical expertise with creative vision to deliver an engaging experience in Eternal Machination.