
Kayy Thoms developed and enhanced visual effects systems for the StudioAspen/Aspen2024-2025 repository, focusing on immersive gameplay and scalable VFX architecture. Over three months, Kayy delivered features such as a radius-based spawning system for butterflies and leaves in Dreamscape, a modular weapon swing shader, and revamped hammer and slash VFX. Using Unity, C#, and Unity VFX Graph, Kayy optimized particle textures, created reusable prefabs, and integrated new effects into the existing pipeline. The work emphasized clear commit traceability, asset pipeline consistency, and modular design, enabling rapid iteration and maintainability while improving visual fidelity and player feedback across multiple game assets.

April 2025 performance summary for StudioAspen/Aspen2024-2025 focused on visual fidelity and modular VFX architecture. Delivered a comprehensive Weapon Swing Visual Effects revamp and Hammer VFX integration, establishing a scalable VFX framework and improving player feedback across weapons.
April 2025 performance summary for StudioAspen/Aspen2024-2025 focused on visual fidelity and modular VFX architecture. Delivered a comprehensive Weapon Swing Visual Effects revamp and Hammer VFX integration, establishing a scalable VFX framework and improving player feedback across weapons.
March 2025 monthly summary for StudioAspen/Aspen2024-2025: Focused on visual fidelity and VFX pipeline improvements. Delivered Weapon Swing Visual Effects Enhancement, including a new weapon-swing shader and integrated visuals within the VFX system. Updated Unity scene configurations and metadata to support the new effect and ensured consistency across related VFX setups. This work enhances player feedback, art direction alignment, and maintenance of the VFX pipeline. Commit traceability provided via two commits: 2a673fa867b231ca4519fb25d2021bdd504db828 (weapon swing vfx) and 5cfa1e89de24eb5f6134de14806931c76077cf67 (updated weapon swing).
March 2025 monthly summary for StudioAspen/Aspen2024-2025: Focused on visual fidelity and VFX pipeline improvements. Delivered Weapon Swing Visual Effects Enhancement, including a new weapon-swing shader and integrated visuals within the VFX system. Updated Unity scene configurations and metadata to support the new effect and ensured consistency across related VFX setups. This work enhances player feedback, art direction alignment, and maintenance of the VFX pipeline. Commit traceability provided via two commits: 2a673fa867b231ca4519fb25d2021bdd504db828 (weapon swing vfx) and 5cfa1e89de24eb5f6134de14806931c76077cf67 (updated weapon swing).
Month: 2024-11. Focused on delivering high-value visuals for Dreamscape in StudioAspen/Aspen2024-2025. Key outcomes include a new Dreamscape Visual Effects (Butterflies and Leaves) feature with a radius-based VFX spawning system, updated particle textures, and new prefabs to animate leaves and butterflies, enhancing realism and immersion. This period also emphasized clear, traceable commits for future maintenance and extension. Overall impact: elevated visual quality in Dreamscape, improved player immersion, and a scalable asset pipeline that enables rapid iteration on fauna/foliage effects. The work lays groundwork for additional environmental storytelling and potential monetization through richer visuals. Technologies/Skills demonstrated: VFX system design, particle texture optimization, prefab creation and animation, radius-based spawning logic, asset pipeline optimization, Git-based traceability, and cross-functional collaboration across the Aspen project.
Month: 2024-11. Focused on delivering high-value visuals for Dreamscape in StudioAspen/Aspen2024-2025. Key outcomes include a new Dreamscape Visual Effects (Butterflies and Leaves) feature with a radius-based VFX spawning system, updated particle textures, and new prefabs to animate leaves and butterflies, enhancing realism and immersion. This period also emphasized clear, traceable commits for future maintenance and extension. Overall impact: elevated visual quality in Dreamscape, improved player immersion, and a scalable asset pipeline that enables rapid iteration on fauna/foliage effects. The work lays groundwork for additional environmental storytelling and potential monetization through richer visuals. Technologies/Skills demonstrated: VFX system design, particle texture optimization, prefab creation and animation, radius-based spawning logic, asset pipeline optimization, Git-based traceability, and cross-functional collaboration across the Aspen project.
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