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VFX & Particles Showcase

Focusing on combat "juice" and game feel, these systems tie together particle engines, custom shaders, and C# state machines to deliver satisfying and highly optimized visual feedback.

Combat Hit Feedback System

The Goal

Creating satisfying melee combat requires more than just a simple particle pop. The goal was to engineer a unified hit-reaction system that maximizes game feel the exact frame a hitbox connects.

How It Works

I built a synchronized event system that triggers multiple feedback layers simultaneously upon collision.

  • Visual Impact: Spawns directional hit sparks and triggers physical mesh vibrations on the enemy model.
  • Game Feel: Initiates camera hit-stop (time freezing) and haptic controller feedback to give physical weight to the strike.
  • UI Integration: Communicates with the UI canvas to trigger localized reactions, such as the health bar glowing and bleeding.
🎮 View Project: Knuckle
Combat Hit Feedback Action Hit System Logic Breakdown

Optimized Battlefield Explosions

The Goal

Rotor Warfare requires smooth performance across both PC and mobile Android devices. Environmental VFX had to be highly optimized while still providing clear, impactful tactical feedback on the battlefield.

How It Works

These explosion systems were heavily profiled and tuned to maintain strict performance budgets.

  • Layered Emitters: Utilizes meticulously layered particle emitters to separate smoke, fire, and debris logic.
  • Low Overdraw: Specifically tuned to minimize transparency overlap, ensuring mobile GPUs don't bottleneck during heavy combat.
  • Memory Footprint: Engineered to maintain a minimal texture memory footprint without sacrificing visual fidelity.
🎮 View Project: Rotor Warfare
Explosion Particle System Inspector

Projectile Smoke Trails

The Goal

To provide clear, readable directional feedback for high-velocity ordnance (missiles and rockets) without cluttering the screen or tanking performance during heavy vehicle firefights.

How It Works

I designed a performance-friendly smoke trail system that scales dynamically with the projectile's extreme velocities.

  • World-Space Simulation: Particles are simulated in world-space rather than local-space, allowing the thick smoke puffs to linger naturally in the air long after the missile has passed.
  • Distance-Based Emission: To prevent unsightly gaps in the trail when a missile travels at high speeds, particles are emitted based on distance traveled rather than strictly by time.
  • Optimized Dissipation: The smoke utilizes size and color-over-lifetime curves to simulate realistic dissipation while keeping the overdraw budget strictly managed for mobile limits.
🎮 View Project: Rotor Warfare
Missile Smoke Trail VFX Trail Emission Setup