These showcases capture my real-time VFX execution and pipeline iteration on Project Ungodly, collaborating hand-in-hand with the cross-discipline engineering and art teams at Azra Games to build a high-fidelity combat framework from a blank pre-production canvas.


Vander: Combat VFX

Hero-Centric Ability Language — Authored high-fidelity Special and Ultimate VFX pipelines inspired by He-Man and God of War.

Modular Optimization Matrix — Engineered custom alpha-clip and vertex-growth shaders to eliminate GPU overdraw for multiplatform performance.

Terrain-Tracking Automation — Co-developed runtime engineering scripts that force complex volumetric debris meshes to dynamically hug level geometry.

Enemy Teleport VFX

Purpose — This is for an enemy that would be teleporting around the battle ground while in combat.

The Parts — A teleport in, teleport out, and a trail while teleporting. These three Systems would be used to help communicate/message.


Impact Breakdown

This is a video of me breaking down an impact VFX I made for a main character. I’m talking to fans over the discord in this video explain some of the process I went through in making the impacts.

Early Ungodly Build

3-Character Combat Integration Pass

As the sole VFX artist on this pre-production build, I owned 100% of the real-time visual effects execution and cross-discipline data integration from scratch. Collaborating closely with engineering and technical art.

Valkyrie Ability Showcase

Valkyrie Ability Showcase

This highlights the visual development and combat readability for the Valkyrie character, where I owned 100% of the real-time VFX iteration. Collaborating directly with design, animation, and engineering.

Character Swap Test

Pre-Production Character Swap & Test

This showcase highlights the initial real-time character-swapping loop developed to test core pipeline mechanics for public showcase. Working in lockstep with gameplay engineering and tech art, I designed and implemented VFX for gameplay testing.