Space Shooter
Alien Blaster


The craglordion empire attacks home world! Shoot enemy to gain boost and destroy the enemy mother ship in this 3D rails shooter.

My contributions

  • Spline tool in Unity( Used for Player path and object Placing)
  • Shaders (HLSL)
    • FXAA
    • SSAO
    • Gamma correction
    • Radial blur when using boost
    • Image Sharpening
    • Color Grading
    • Fog
    • Vignette
    • Chromaticaberration.
  • Generate Astroids (Houdini)
  • In Engine Particle Editor (Written in C++)
  • Unity Tools for Level Designers (C#)
  • Unity PipeLine Scripts (C#)
  • SkyBoxes/CubeMaps (Photoshop)
  • Particles (In Engine Tool / Photoshop /Houdini)

Project details

  • 10 weeks, half time
  • Created with our own engine
  • 3rd party libraries: DirectX, Wwise
  • Created by ShockWave 2018
    • 3 Technical artists
    • 4 Artists
    • 3 Level Designers
    • 6 Programmers

Breakdown of what I did!

Procedurally Generated Astroids

A Houdini Project I created to fast generate a lot of asteroids that was game ready.

it generates a Mesh that has UVs that could be directly added to the game. Using the wedge node I could make a lot of unique asteroids in a short amount of time, and pick and choose those I thought looked interesting. In the video on the left you can see how the wedge node creates them and render them for a even easier preview. It was a lot of fun working this project.

Spline Tool in Unity (C#)

Made a Spline tool in unity for Level Designers to place out the Player Path and enemy paths, it was also be used to place out prefabs.

Features of the tool:

• Color Pick, for easy view in Editor.

• Random Scatter Value, Rotation , Scale and Offset from Spline.

• Make Loop

• Add/Remove Points

Particle Editor (C++)

I coded an in engine tool to create a particle emitters. Instead of changing Json files, we now could load them into the Engine, change some values on the sliders, get a live update and preview of the emitter and save it again. This tool is made with C++ and uses the imgui library.

Things that could not make it into the Game

Animated Skyboxes

This Skybox animation is driven by a flowmap, the idea was that since we had a lot of open space I would fill it out with a skybox that moved a bit, so it did not feel to empty and static,Unfortunately we could not get the Animated Skyboxes into the game, since we had a very basic engine at the time I could not get the flow map texture into the shader part of the engine.


Vertex Animations

In Alien Blaster you face an alien race that are biological creatures, So i figured that I could make Animations in the vertex shader. By using Houdini i could get some very good looking color ramps in the vertex color. I use this to mask/multiply the movement on the verticesin the shader