Website powered by

UI Portrait Shader - Battle Aces

Aside from building the shader itself based on design, engineering, and product requirements, I was responsible for building technical spec from that shader that drove both data structure design and internal/external art deliverables. Thereafter, I was responsible for content processing, install, and feedback, as well as implementing system and pipeline improvements to use this in more areas to cut down on VRAM usage for other UI elements and improve efficiencies.

The shader itself used keyframe animations to drive material parameters for emotes and idle animations - I authored around a dozen options based on emotional state and emote rarity.

I also wrote the full stack documentation covering everything from photoshop workflow, tooling, data structures, and shader features, all the way down to prefab design ethos.

Shadergraph node network

Shadergraph node network

Keyframed shader based lighting and movement

Example of emotes in context. Note alternate clips using the same textures to mix and match for rarity.

Portrait showcase including various idle shader effects layered with animations. Art by Luke Mancini and external team members.

Banner Showcase - We reused the shader for player banners as well. Art by David Harrington.