TGA Game Projects


Our project group was called Hade Haj Studios and we worked in an inhouse engine called One Engine created by the students in the Programming education.

Project #1: Sunborne


The game is a hack n slash based on Diablo III where our main character is a sacrificial victim who is reanimated by the gods to seek vengeance against a bloodthirsty cult. This project was 14 weeks (4hours/day).

My responsibilites during this project were environment shaders in HLSL, VFX, and creating SFX. For the first project that Technical Artists take part in, there is a learning curve getting aquainted with the inhouse engine created by the programming students, and learning the ins-and-outs of the pipeline between graphics, animation and level designer.




Horde Enemy Monkey Claw attack:

Bloodbomb attack:

Poison Gas & Heavy Axe attacks:





My main learning during this project was the importance of communication and scope. Early on I took on the responsibility to create a river of blood that would flow in different directions around the world. I learned so much about shaders and HLSL during the development, and managed to create a vertex painted flowmap that flowed faster when vertical, unfortunately we had trouble implementing it into the game.

In hindsight I would have focused more time on prototyping many diverse types of shaders, vfx and particle systems for enemies.


Project #2: Serpentine Estate


The second project took place over 14 weeks (4hours/day). The game is a Third Person Shooter based on Resident Evil 2, where you play as a journalist investigating the mysterious occurances at the Serpentine Estate. My responsibilities in this project were Shaders, VFX, Storyline, Voice Acting, and sound implementations.




Muzzleflash & Smoke VFX


Interactable Object Shader


Portal Effect:



In the beginning of this project I believed we had a moderate scope for all disciplines, but during the production it became clear we had created some challenges in scope and scale. I feel we were good at navigating this together, to find the relevant cuts and to refocus what we wanted to achieve individually and together.