
Over two months, contributed a comprehensive suite of visual effects and systems to the McFunny/Workshop130-Hallows repository, focusing on environmental and gameplay-driven VFX such as rain, water, blight, poison, and plant growth. Leveraged Unity, Shader Graph, and C# to author scalable, reusable assets and prefabs, integrating them across multiple scenes for consistent visual fidelity. Enhanced asset management and pipeline efficiency by refining VFX graphs, materials, and particle systems, while addressing bugs related to mesh rendering and system stability. The work enabled rapid iteration on new features, improved player feedback, and established a robust foundation for future visual and gameplay enhancements.
November 2024 — Delivered a comprehensive visual FX overhaul for McFunny/Workshop130-Hallows, focusing on water, blight, poison, and environmental effects, with foundational work on slime and enemy death visuals. Key features delivered include water visuals and system improvements, blight VFX with shotgun FX integration, poison VFX, ground splash and sprinkler FX with a fixed sprinkler water mesh, and Meat VFX enhancements plus world-space plant growth VFX. Additional work covered standard and gold plant growth VFX loops, gravity sparks, two fire variations, and initial slime and enemy death FX. Major bugs fixed include Sprinkler Water Mesh FIX and a miscellaneous small update. Overall impact: higher visual fidelity, better player feedback, and a scalable FX pipeline enabling faster content delivery. Technologies demonstrated: advanced VFX authoring, world-space FX placement, cross-system FX integration, shader-driven visuals, and asset pipeline discipline.
November 2024 — Delivered a comprehensive visual FX overhaul for McFunny/Workshop130-Hallows, focusing on water, blight, poison, and environmental effects, with foundational work on slime and enemy death visuals. Key features delivered include water visuals and system improvements, blight VFX with shotgun FX integration, poison VFX, ground splash and sprinkler FX with a fixed sprinkler water mesh, and Meat VFX enhancements plus world-space plant growth VFX. Additional work covered standard and gold plant growth VFX loops, gravity sparks, two fire variations, and initial slime and enemy death FX. Major bugs fixed include Sprinkler Water Mesh FIX and a miscellaneous small update. Overall impact: higher visual fidelity, better player feedback, and a scalable FX pipeline enabling faster content delivery. Technologies demonstrated: advanced VFX authoring, world-space FX placement, cross-system FX integration, shader-driven visuals, and asset pipeline discipline.
Month 2024-10 — McFunny/Workshop130-Hallows: Delivered a cohesive VFX expansion including Rain, Curvy VFX toolkit, and Gold/Impact visuals, with plant growth refinements and a new gold variant. Focused on visual fidelity, robustness, and scalable asset integration to drive engagement and cross-level consistency across scenes and workflows.
Month 2024-10 — McFunny/Workshop130-Hallows: Delivered a cohesive VFX expansion including Rain, Curvy VFX toolkit, and Gold/Impact visuals, with plant growth refinements and a new gold variant. Focused on visual fidelity, robustness, and scalable asset integration to drive engagement and cross-level consistency across scenes and workflows.

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