
Worked on the RockStars repository to deliver three new visual effects features focused on enhancing gameplay feedback and visual clarity. Developed and integrated VFX assets for the Shroombo Poison Field and Shroombo Projectile Impact, utilizing Unreal Engine’s Niagara system for real-time particle effects and asset management. Also created phase and wind charge effects for the Psilocybear enemy, improving animation and VFX integration within the game’s asset pipeline. All assets were organized under a cohesive directory structure to streamline iteration and future updates. The work demonstrated depth in VFX creation, asset management, and Unreal Engine asset workflows, supporting rapid development cycles.
February 2025 monthly summary for DanDiazRivera/RockStars: Delivered key visual effects enhancements across Shroombo and Psilocybear, including new VFX assets and Niagara integration, improving visual polish and gameplay feedback. Asset additions and integrations were completed for the Shroombo Poison Field assets and projectile impact visuals, with cohesive asset management under RockStars/Content/Assets/VFX. The efforts enabled faster iteration cycles and stronger articulation of enemy capabilities.
February 2025 monthly summary for DanDiazRivera/RockStars: Delivered key visual effects enhancements across Shroombo and Psilocybear, including new VFX assets and Niagara integration, improving visual polish and gameplay feedback. Asset additions and integrations were completed for the Shroombo Poison Field assets and projectile impact visuals, with cohesive asset management under RockStars/Content/Assets/VFX. The efforts enabled faster iteration cycles and stronger articulation of enemy capabilities.

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