
Spite, Blood and Gold – VFX ContributionsOverview
Spite, Blood and Gold was the first game project I worked on at The Game Assembly. The game was developed over a 14 week production period.
The game was built using a custom game engine, with Unreal Engine primarily used for exporting assets.
The custom VFX system used in the engine was developed relatively late in the production cycle. Because of this, the team had limited time to implement visual effects. Despite this constraint, I created several shaders and effects used for gameplay feedback and boss encounters.
Below are some of the effects and shaders I developed during the project.
To visually distinguish elite enemies from regular enemies, I created a Fresnel-based outline shader.
The shader applies a glowing rim effect around the character silhouette. A noise textureis used to distort the Fresnel edge, giving the outline a more dynamic and energetic appearance rather than a perfectly smooth glow.
This effect helps players quickly identify high-priority enemies during combat.
Fire Slash Effect
The main attack effect is created using a custom mesh combined with a shader that pans multiple texturesacross its surface. These animated textures simulate the movement of flames along the attack arc, creating a stylized fire strike.
Heavy Attack Impact
The heavy attack effect uses several elements to emphasize impact and timing.
The floating rocks are controlled by a vertex shader, using a transformation matrix to suspend the rocks briefly in midair before letting them fall.
For the impact effect, a gradient mask textureis used to reveal the effect over time, creating the appearance of energy spreading outward from the strike location.
This combination helps sell the weight and power of the heavy attack.
For the final boss encounter, I created a phase transition effectused when the boss enters its rage mode.
The effect uses a radial gradient shaderthat expands outward from the boss. This visual indicates that the boss is gathering energy before releasing it and entering its next phase.
The transition effect helps communicate the gameplay change to the player while building anticipation for the upcoming attack phase.
I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.
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