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.
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.
