Tag: Web

  • 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.

  • Pigs At War

    Pigs At War

    City Builder, Resource manager and RTS game targeted as a web game.

    During my role as Lead Technical Artist. I`ve worked with:

    R&D

    The first stage of this project was a research and development on the engine to use.

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

    I created a demo application in Babylon Js, Unreal Engine 4 and Unity3D at the end. To get metrics on estimated time for development and team required to build the game.

    Shaders and Vfx
    • Base shader.
    • Vfx shaders.
    • Terrain Generation shader.
    • Building construction Vfx.
    • Land unlocking vfx.
    • Sfx.
    Art Production Pipeline
    • Taught artists a Trimsheet-like texturing with vertex paint technique, with the goal of improve 3D production time and runtime optimization.
    • Created samples for 3D artists, and created a shader in Blender to preview the final result of the in game shader.
    • Created a setup with accuRig to quickly rig characters.
    • Reviewing assets.
    • Implementing Naming Conventions.
    • Folder Structure.
    Runtime Optimizations.
    • Cleaning up models.
    • Cleaning up import settings.
    • Creating atlas textures.
    • Baking models.
    • Debug and profiling.
    Systems
    • Procedural Terrain Generation.
    • Camera Controls and Input setup and responsivity.
    • Thumbnail generator.
    • Land unlock progression.
    • Game UI.
    • Graphics Settings.