Masterworks
Unity Engineer & Tech Artist
Advanced Games Project
May 2025 - May 2026
I currently work as a technical artist and engineer on Masterworks of Horror, one of the Advanced Game Projects sponsored by USC Games. I collaborate very closely with the engineering and art teams to create impactful visual effects to enhance the player’s experience.
While I have no formal background in tech art or VFX, I’m very interested in designing shaders and learning more about the VFX pipeline, which led me here :)
Key Skills Learned:
- Self-taught Unity’s ShaderGraph and VFXGraph systems
- Converting complex HLSL code to ShaderGraphs
- Designing highly customizable parallax and holographic shaders for our card display system
- Optimizing VFX for mobile viewing
- Kitbashing VFX to lighten the workload of our artists
- Used in both an unlit and lit shader depending on card rarity
- Made sure every card will automatically adjust depending on layer count
- Added easy customization between parallax strength, asset scale/offset, etc
- Worked to fix side runoff for a cleaner look
- Experimented with a stencil mask for 3D objects (item cards)
- Currently uses a basic voronoi pattern but easily can be customized
- Implemented a simple mask to make any necessary text more readable
- Dynamically changes colors depending on card's author
- Used a simple wave pattern at first before discovering voronoi
- Experimented with readability vs aesthetics
- Tested out a masked spiral background
- Added a 7th partition for a full white section to allow for more detail - Allows designers to pick colors & theming as they wish
- Added custom smoke and ember particles through VFXGraph
- Designed custom glow shader that could easily be manipulated with VFXGraph
- Added a fade-in effect to the shader's emission
- Implemented particles and a simple animation to the meshes
- Kitbashed the various smoke and bubble particles used
- Shortened and optimized the effect for mobile use