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When Push Comes to Shove VFX + Audio

On this project, I worked closely with our external artist to create sprites. Our artist created all of the player sprites/animations, and I created all of the other sprites. I managed their deadlines and created a style guide to make sure our art pipeline was consistent. Also, I worked on all of the VFX and all of the audio and its implementation.

For the VFX I used Shuriken to create simple particle systems like fire, and the shove smoke. I used the Shader Graph to create easily customizable effects to allow the designers to create variations without needing new art.

Lastly, I worked on the SFX and music. The actual composition and sounds didn't take that long, the song went through a couple of iterations before actually sticking. However, making it work between FMOD and Unity took a while.

I think one of the things I would change is having more artists, so I could focus more on the quality of the VFX I made instead of trying to make sure I got all my work done before our deadline.

Overview of the game When Push Comes to Shove

I remade the environment tilemaps to be grayscale, and then made a color replace shader in Shader Graph so we could make variations for different minigames very fast

I remade the environment tilemaps to be grayscale, and then made a color replace shader in Shader Graph so we could make variations for different minigames very fast

We also changed the player aesthetics to stand out more from the environment, so the user can quickly see where they are

We also changed the player aesthetics to stand out more from the environment, so the user can quickly see where they are

And for the updated design we also used the color replace shader

And for the updated design we also used the color replace shader

Player character shader

Player character shader

Grayscale to color with parameters

Grayscale to color with parameters

Replace specific gray colors with input colors in the Sub Shader Graph

Replace specific gray colors with input colors in the Sub Shader Graph

Creating an outline around the player

Creating an outline around the player

When the player is hurt, make them flash white

When the player is hurt, make them flash white

Shoving VFX

Shoving VFX

Confetti Emote VFX

Confetti Emote VFX

The soundtrack was composed into 16-bar sections, each as at a different intensity

The soundtrack was composed into 16-bar sections, each as at a different intensity

We used FMOD for our SFX and background music and this is the bank that holds all of the respective events.

We used FMOD for our SFX and background music and this is the bank that holds all of the respective events.

In the MusicManager the intensity of the music can be set outright, or changed overtime using a coroutine

In the MusicManager the intensity of the music can be set outright, or changed overtime using a coroutine

The AudioManager tells FMOD when to play sounds as a one shot and set parameters to affect the sound

The AudioManager tells FMOD when to play sounds as a one shot and set parameters to affect the sound