Category: 2D

  • Liquid Glass PixiJs

    Liquid Glass PixiJs

    I recently tried my hand at PixiJS for the first time and it was a really fun way to dive into creative coding on the web.

    For this little experiment I wanted to recreate that beautiful liquid glass aesthetic you see in the new Apple’s designs. Soft, fluid, and translucent. The demo combines metaballs to get those organic, flowing shapes with a custom shader that adds refraction, bending light as if it were real glass. It’s simple, but watching it morph and flow in the browser feels pretty magical.

    Just click and drag around to interact with it.

    I decided to study PixiJS now because WebGPU is finally becoming a reality and it feels like the perfect time to get more comfortable with GPU-based graphics on the web. Even though this demo still runs on good old WebGL, it made me excited about what will soon be possible: better performance, more control, and even more creative freedom when WebGPU becomes the standard.

  • Slot Games

    Slot Games

    I worked as a contractor for TGS Gaming, where I contributed to the development of six games. Due to NDA agreements, I’m unable to share specific details or showcase the projects.

    All titles were developed using Unity3D, with a primary focus on 2D gameplay. We made extensive use of Spine for art production and animation integration, and utilized TexturePacker to optimize texture atlases for performance and efficiency.

    I`ve worked on:

    Art Production Pipeline
    • Helped Artists in the art production.
    • Creating samples for other artists.
    • Implemented the assets in the engine.
    • Reviewing assets.
    • Folder Structure.
    Shaders and Vfx
    • Base shaders.
    • Vfx shaders.
    • TextMeshPro Shaders.
    • Spine Shaders.
    • Custom VFX components.
    Runtime Optimizations.
    • Cleaning up models.
    • Cleaning up import settings.
    • Creating atlas textures.
    • Debug and profiling.
    Systems
    • VFX system.
    • Custom Culling Scripts.
    • Custom Image Components.
    • Custom TextMeshPro Scripts.
    • Game UI.

  • Space Mavericks

    Space Mavericks

    Space Mavericks On Steam

    https://www.space-mavericks.com

    LinkTree

    Cross-platform 2D multiplayer game with PVP artillery battles with gravitational fields.

    During this project I have worked as a Lead Technical Artist:

    R&D

    Worked together with art director to create a style that is lightweight yet original.

    There was a ongoing research on generating planets procedurally.

    Shaders and Vfx
    • UI Shaders.
    • SpaceShip Shader.
    • UI Vfxs.
    • Particles.
    • Post Processing setup.
    • Sfx.
    Art Production Pipeline
    • Created samples for artists.
    • Spaceship Rig.
    • Reviewing assets.
    • Implementing Naming Conventions.
    • Folder Structure.
    Runtime Optimizations.
    • Cleaning up models.
    • Cleaning up import settings.
    • Creating atlas textures.
    • Optimizing particles.
    • Debug and profiling.
    Systems
    • MiniMap system.
    • Camera Controls and Input setup and responsivity.
    • VFX system.
    • Game UI.
  • Merc Wars

    Merc Wars

    A multiplayer game where you build your merc, and hire other players mercs to go on raids.

    Ive worked on:

    Art Asset Pipeline.

    Environment and VFX.

    UI Implementation and animation.

    Characters Rigging and Animation.

  • The Cricks

    The Cricks

    • Game where you have to combine monsters to achieve the customers orders.
      • Assets Guidelines.
      • HLSL.
      • VFX.
  • Click`n Stick

    Click`n Stick

    Photo Gallery App with stickers.

  • Aymará Educational

    Aymará Educational

    Android – Unity3D

    Worked as a solo developer with João Salvi as 2D Artist.