https://moonlit-studio.itch.io/tbnfirst-person-melee-bullet-hell
Sole Developer
A melee FPS focused on airborne movement mechanics and ranged enemies.
The goal was for sword game play to feel fluid yet crisp, while not obstructing too much of the screen or adding too much visual noise.
This involved hit particles, a slice decal, a smear rigged into the sword, WPO distortion on the enemy mesh, fine-tuned animations, and a subtle camera shake.
The eyecandy and weight of the effect provided a rewarding payoff for the effort of successfully maneuvering into melee range.
I wanted to a unique look for the foliage that was inspired by 2D pixel art while still appearing full and fluffy in 3D.
Modeled in blender and textures created in photoshop.
For tress and bushes the coloring is calculated by mapping a gradient along the distance from the instance’s pivot point with some offsets depending on the viewing angle.
The grass on the wind is created by sampling global wind texture.