Masterworks
Real-time 1 v 1 card battler
Tech Art Lead
Unity, Multiplayer, ShaderGraph
May 2025 - May 2026
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 :) I collaborated very closely with the engineering and art teams to create impactful visual effects to enhance the player’s experience.
My Responsibilities:
- Led a team of 2 other tech artists, managing tasks and planning sprints to complete expected scope (and beyond!) in a timely manner
- Taught myself Unity’s ShaderGraph and VFXGraph systems
- Converted complex HLSL code to ShaderGraphs
- Designed highly customizable parallax and holographic shaders for our card display system
- Created dynamic VFX with plenty of designer variables to tweak for user experience
- Optimized VFX for mobile viewing
- Kitbashed VFX to lighten the workload of our artists
- UV distort for glitch effect
- As card moves down board, grows in intensity/visibility
- Voronoi for "flashing" effect to catch the player's eye
- Double noise pass to create flame effect
- Gradient fade out to avoid hard edges
- Easily customizable shape, color, and intensity
- Flashes if moving means a battle, to draw attention to that area
- 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
- Animated clock hand to midnight
- ParticleSystem VFX
- 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