Spite: Equilibrium

This was my first game project I worked on at TGA, where we were given the task to make a Diablo 3 inspired game with graphics similar to Heroes of the Storm. The project was 14 weeks long (4 hour days) and we were a team of 23 people. Along with my other Tech Artists, Jonas and Keiren, we implemented tools, VFX and Shaders for our custom game engine BOB. The VFX we made were done in our own VFX engine and the shaders were done in HLSL. 

The game is playable on itch.io: https://whiplashstudio.itch.io/spite-equilibrium

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In-game Screenshots

Health Orb and Rage Orb shaders done on 2D UI sprites. The health orb had a really nice feature that sadly didnt see much use in the project, but the shader had an input for light direction that would move the position of the light dot and make the side furthest from the light darker. How dark it got would also depend on how much HP you had, so if you have full HP the "blood" would make it harder for the light to scatter and therefore be darker. But if you had low HP, the light would refract more easily and be lighter in color.

Iterations of Health orb shader.

Boss Lightning strike VFX and Hell Portal Shader.

Hell Portal Shader breakdown.

Laserbeam VFX utilizing a long billboarded sprite to look cylindrical.

Sinner Bomber Explosion VFX. The body dismemberment was animated by Linus.

Stun Cone shader. Ground slam by Keiren and Hand pull by Jonas.

Fireball Projectile VFX. Impact VFX done by Keiren.

Priest Light Orb Projectile VFX.