Grim The Gargoyle King

“Embark on a crystal treasure hunt as a gargoyle brought to life. Charge through the ruinous castle wards and find enough supporters to become the gargoyle king.”

Insert game trailer here

A gameproject i was apart of at The Game Assembly. Proprietary engine collaboration with diciplines. HLSL and particlesystem json. Me and Elias Örn - Technical Art collaborated as technical artists on this project. I was mainly responsible for creating character & environment VFX & shaders.

Cone Attack

The characters main ability. A spray of crystal-magic. The effect consists of scrolling textures on two seapreate meshes and a particlesystem.

Enemy Attack VFX

Impact effect with a large dust cloud and pages flying everywhere. Designed to enhance the feedback of the attack.

Breakables

I was responsible for creating a pipeline for breakable simulations from Houdini to the game engine. The simulation created in Houdini is imported into Unreal Engine, where the skeleton is generated. Then, the skeletal mesh and animation are exported separately and imported into Maya, where some adjustments are made to prepare the asset for the game engine. I had to overcome many issues with scale and rotation. Due to the limited time on the game project, functionality was the priority.

Player Death Simulation

Player death simulation made in Houdini. This simulation was created in collaboration with animators. The idea for the player to fall apart as he dies came from animatior NAT PETTERSSON - Game Animator.

Fire

Cozy fire.

Portal

UV manipulation/ scrolling textures. HLSL stuff.

Fog Particle-system

Houdini Flippbook

Speedlines

The speedlines-shader is written in HLSL without the use on a texture. Polar coordinates, sinewaves. rotating UVs. Viewing the effect slowed down claryfies how the lines rotate.

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Vertex Animation Shader

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