ABOUT
Tech / VFX Portfolio
Here's my TechArt + VFX Portfolio. Each part is from a different project I was part of, consisting of TechArt Implementation, Shaders, VFX, R&Ds.
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ADR Project
Responsible of VFX creation for Guns, Grenades and Vehicles.
Monster TPS Game VFX
AOE VFX (Explosions, Grenade Buffs, Health PickUp)
Muzzleflash and Projectile VFX
Vehicle Hit (EMP, Short-Circuit)
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Tech Art RnDs
These are Research & Developments made for different projects. Most of these are created and tested on a separate Unity project but transferred the finalized outputs to their respective projects or projects that are unreleased yet.
Fur Shader Graph Tessellation
Distortion for Sprites and Particle System
Creation and testing for a sorting-support Distortion, that can be used for Sprites, Particle System and Blit. Used this for God of War and other projects.
Motion Vector
Cel Shading + Multiple Lights
2D Parallax Effect (Camera-Based, Single Plane)
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Stuck In the Present
This game was released last October 2025. Initially did 3D environment props, then character rigging to animation and moved to VFX. This project had 2 revamps, so some design in my portfolio is kinda different compared to the game released.
Portal Platform Triggers VFX variations
Portal Trigger variations. These are triggers depending on what area these are in. Could also be triggers for traps.
Shadow Figure Enemy VFX
Enemy Shadow Monster: a group of particle system that consists of animated meshes, emitters and spritesheets.
FluXy RnD
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God of War : Sons of Sparta
This project is quite big, and I was responsible in a lot of implementations and optimizations. Most of the shaders I created were put and applied in the game.
Ethereal Boss Effects Creation and Testing
Boss 1 Skin Effect and Shader VFXs
Ichor Effect and Assembly
Shader and VFX creation for Ichor Boss
Player Shadow Raycasting Test
Player After-Image Dodge
Area Unlock Transition Shader and VFX
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