TILBERIN was a first-person wave based survival game inspired by the Call of Duty Zombies series. The project was developed over a 14 week production period at The Game Assembly.
The game focused on fast paced combat, progression systems, and increasingly challenging enemy encounters.
As the primary VFX artist on the project, I was responsible for the majority of the visual effects used throughout the game. This included effects for weapons, enemies, environmental interactions, gameplay mechanics. I worked closely with designers and programmers to ensure that effects not only enhanced the visual presentation.
Throughout the production, I developed and implemented a wide range of particle effects, shaders, and gameplay driven visual effects that contributed to both the game's combat experience and overall atmosphere.
Below are some of the visual effects and shaders I created during the project.
I created a custom Pack-a-Punch weapon shader inspired by the upgraded weapons in Call of Duty Zombies.
The effect uses a custom noise texture generated in HLSL, which is animated through randomized movement to create a constantly shifting energy pattern across the weapon surface. To allow for gameplay-driven customization, I exposed parameters through C++, enabling to adjust the shader's emissive intensity and color.
Ray Gun Projectile Effect
for the Ray Gun projectile effect, I created a stylized energy blast
The effect was first simulated in EmberGen to achieve a detailed energy plume. The simulation was then converted into a flipbook texture, allowing the animation to be played efficiently in game while retaining the visual complexit.
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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