Spite: Bleeding Skies was my first group project at The Game Assembly. We worked in our own custom engine "Bean" to create a diablo-like game.
Cooldown timer overlay for the ability icons that I made in HLSL using buffers I recieved from the programmers to change how quickly the mask moves.
I made a circle that scales up and down in HLSL with some UV manipulation to be used for mouse click feedback.
A shield shader for the players first ability, created with panning textures in HLSL.
This is also later reused for the priest enemies but tinted yellow instead.
To give the player some extra feedback I made a few different breaking animations for all of our pots with the help of the "PullDownIt" plugin for Maya.
Fresnel outline to highlight enemies and breakables when you hover over them, created in HLSL.
Fire flipbook I created in Embergen and implemented to the game through HLSL.
During this project I also created a Maya exporter for our animators so they just had to click on a button and choose a name when they were ready to export an SK model or animation and it would go directly to the project folders. This made it so that they didn't have to worry about settings everytime and made sure the files ended up in the correct folders.
Animators:
Emilia Eriksson
Rebecca Kornemalm
Theo Hübner Sallis
Artists:
Emmett Motamed
Kim Betsgren
Marcus Carlsson
Melker Ljung
Milla Jaakkola Landin
Designers:
Ahab Ibrahim
Erik Gatewood
Johan Rosdahl
Programmers:
Abraham "Bam" Alberto
David Grahn
Elias Ronefors
Erik Edfors
Jonathan Rozenberg
Ylver Blum Buer
Technical Artists:
Elvira Paxborn
Isabelle Neuman
Philip Bäcklund
Sound:
Dennis Q Hammarlind
Melanie Silvhed
Ville Kemi
Game projects from my time at The Game Assembly [TGA] and PlaygroundSquad [PSQ]!