My Role In Spite: Equilibrium
In this project I took care of the main character rig and VFX/shaders that needed timing with character animation.
A stylized Hand Pull VFX created in Maya ShaderFX, utilizing a fresnel-masked shader applied to a rigged skeletal mesh. The effect achieves a sense of internal volume and parallax depth through dual-layered texture panning at offset speeds. I exposed the global fade and speed parameters as accessible variables to allow for rapid iteration and precise timing of the pull animation. The shader is exported with HLSL.
Claw attack sprite that spawns in 30-45 degree angles and stretch on the long side to get that clawing feeling.
