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Block Breakers

Firework

  • First, I modeled the firework with placeholder textures in Blender to create reference animations and create the atlas for 2D artists to paint over.
  • In the final version, only the head of the firework is fake 3D, and the body was as well, but revisions that came to the animation required the body to turn 360 degrees on 2 axes while the shape is inflating and deflating, so I rendered the movements in Blender, gave them to the 2D artists for retouch, and used them as an image sequence in Spine 2D.
  • Procedural Firework Trail Shader
  • Fireworks speed effect is made out of a single shader.
  • The takeoff smoke shader is a little more complicated than it needs to be because in the first draft, the plan was to have a much bigger and slowly dissolving smoke, which I intended to fake kind of a volumetric look by panning each particle created on a random noise offset. After the change of mind, I just increased the white colors and continued.
  • For the material of the central and outer smoke, I used the same shader I made with Unity Shader Graph and used it with different materials with different textures I found online.
  • Other particles of the effect use Standard Unlit Particle Shaders.

Toy Plane

  • The 3D model was given to me by Jollify. I animated it in Blender and got the approval for the animation. I thought I could do the entire animation in Spine with 3D tricks. However, halfway through the rig, I was asked to provide 360 ​​degrees of freedom on 3 axes, just in case. Afterward, since the Spine rig, which uses so many tricks, is not open to fast iterations, I abandoned the rig and used the Blender render as an image sequence, separated the animation states in Spine 2D and delivered it to the Unity side.
  • Plane Trail Shader
  • Trail Rainbow Shader is so simple that the only justification for its existence is to not use a texture.
  • Energy drops are a masked voronoi, which its UV is offset randomly for every particle created.
  • The plane's explosion does damage to a 3x2 area.
  • For the explosion, I used a shader I made in Unity shader graph that I also used in some other VFXs. This shader allows me to choose between RGBA channels to use as a texture for a given material. I also like the colors it produces.

Baloon TNT

  • I started the work in Blender to follow the reference animation and topology of the 3D model into the Spine 2D.
  • I created constraints that are tied to the rotation value of a single bone so that Unity Developers can control the rotation according to the angle of travel while going in different directions in the game.
  • Trail is simply made from little glowing particles, and I made a pretty simple shader to not use additional textures.
  • The TNT explosion effect shares much of its shaders with the plane explosion. The only big addition is the dispersing smoke that covers the radius, which I made by following a tutorial, so I'm not sharing it in my portfolio.

Water Gun

  • The main water material is rendered on a 3D cone, which gets displaced and twisted by the shader below.
  • Water spray around the impact area is created by the shader below, without using textures.
  • The splashing water particle uses a UV distortion shader.
  • I created it by combining an Unreal Engine, a Blender and a Unity tutorial, from which I also stole some of the textures that drives this shader.

Hammer

  • Only the movement and deformation of the hammer when it touches the ground are animated in spine 2D. The other movements are my Blender rendering and animation.
  • The hit effect is a slightly modified version of the previous particles and shaders.

Crossfire

  • I just animated the textures given by Jollify Games in Spine 2D.
  • The inner explosion and trail effects are a slightly modified version of the other particles and trails.

Enemy Block Attack VFX

  • All procedurally created enemy attack VFX.
  • Shader of the smoke in the middle.
  • Shader of the circle with spykes.
  • Simple shader that is used in ember particles and in spikes by being stretched.

Enemy Block Death VFX

  • Shader that creates the little squares.
  • Shader that creates the magic smoke thingy.
  • Shader that makes the dying block's sides glow.

Friendly Block Break VFX

  • A case of getting told “Do it like Royal Match.”
  • Stars and Circles are procedural.

Vacuum

  • I was tasked with creating a wind effect for the vacuum cleaner that wipes out the board. But before the wind effect, I wondered if I could manipulate the UV good enough to not need a 2D rig to add a suction effect to the texture. I was happy with the result. 

UI Coins

  • Coins are an image sequence that uses an Amplify Shader Material to allow particle effects to be rendered on the UI.
  • Coin win particles, another case of “Do it like Royal Match.”

Some other Spine 2D rigged / animated assets

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