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Down Abyss

Down Abyss is a abyss-themed survival game with a voxel + pixel artstyle. This project is from December, 2023 to June 2024

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I am working as a technical artist on the team responsible for:

-Voxel model customization/snapshot tool within Unity Engine

-rendering/lighting pipeline for blending 2D sprites with 3D voxel models

-VFX pipeline

Tooling

Voxel Model Customization

oxytocin - ToonShadingTest - Windows, Mac, Linux - Unity 2022.3.8f1_ _DX11_ 2024-03-22 10-
tool panel.png

Asset Snapshot

oxytocin - ToonShadingTest - Windows, Mac, Linux - Unity 2022.3.8f1_ _DX11_ 2024-03-22 10-

I created a voxel-edit tool for artists to directly tweak voxel material properties.​​​​

Artists can edit:

-Base Color + Alpha

-Surface Property 

-Emission Color + Intensity

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3 palette textures can be shared across all the models in the scene.​​

Due to the nature of a survival game, I created a snapshot tool for in-game resource icons. Users can easily frame the asset and export it as images in engine editor.

Rendering Pipeline

toonshader-1.png
origshader-1.png

I implemented a custom toon shader for blending voxel models with 2D sprites, based on the properties defined by the voxel coloring tool, in shader graph and HLSL.

<- Comparison of toon shader (up) and URP default lit shader (down)

sss.png

With SSS

Without SSS

The shading comes from attenuated light + shadow casted + faked subsurface scattering (SSS). Diffuse & specular shading are discarded as it breaks integrity of voxel shapes.

VFXs

Scene Transition

oxytocin - ToonShadingTest - Windows, Mac, Linux - Unity 2022.3.8f1_ _DX11_ 2024-03-22 10-
oxytocin - fall transition.gif

My contributions: 

Magic circle lighting up

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Transition bubble VFX

(world space coordinates reconstructed in screen space)

Active leg highlight â€‹â€‹

Glitch VFX upon failing

Resources/Items/Character

oxytocin - ToonShadingTest - Windows, Mac, Linux - Unity 2022.3.8f1_ _DX11_ 2024-03-22 10-
runes.gif
oxytocin - girl stats.gif

Early Development

oxytocin - water.gif

A water ripple shader I did during early development, but was not kept due to design choice

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