Visual Effects
Below are a handful of the visual effects ive created for my projects. I created the models used in blender and for the visual effects themselves I used a combination of Unity’s Shader Graph and Visual Effect Graph systems.
Modular Designs For Reusability
I’ve built my visual effects to be as modular as possible where through script you feed in a handful of control variables such as size and color and the graphs are set up to calculate their effects based on these variables.
For example the various explosions seen in this scene are controlled with their “size” variable. The amount of particles, the spacing, and added details such as shockwaves, ground burn, and raining shrapnel are all determined based on the explosion size which is fed in through script.
With this in mind most of my effects are built as “Managers” where they can be reused for many different effects of the same type.
The hit-marker system I built for Hyper Velocity also uses a “Manager” graph but has a bit more flexibility to how it can be called through script. Instead of having the effect be based off of one or two control variables, the effect is controlled based on the “type” of impact that is being called. Whether the target is a machine, biological, shielded, and if the hit itself was a normal hit, a critical hit, or a melee.





