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SANTANA panero

"Passionate about create and desing new experiences"
Tech Art

Tech Art

I worked on different Tech Art areas:
 

Tools
C#
Python


Rigging
Maya Rigs

3DMax Rigs (C.A.T/biped)


Shaders (HLSL / CG):
Surface Shaders
Vertex/Fragment Shaders
Geometry Shaders


UI
UI Visual Implementation, Layout, Groups
Tweening (DOTween) menus, buttons, ….
Localization
Glymphs implementation


Environment Tech Art

Light Probes, PBR materials, lightmaps and decals
Art Implementation
(scripts, shader implementation, animation trees)
Optimized graphics (batching, drawcalls, profiling....)


Bugfixing
Colliders
Lighting (baking, ligh probes,....)
Waypoints
Spawners


 

https://github.com/LumeXT

Rigging

QueenRig.jpg
RobotRig.jpg
queenRig.gif
robotRig.gif
JesterRig.jpg
DeathRig.jpg
jesterRig.gif
deathRig.gif

Shaders

CG / HLSL / GEOMETRY shaders

I implemented in FallGuys a whole host of different shader solutions. Mostly
surface/fragment shaders for 3D environments, but also for UI and geometry
shaders to simulate snow in the winter season (s4).
They were build by code as node solutions were causing more problems when targeting different platforms

My Github (shaders)

HLSL shaders.png

UI SHADER
Fragment shader with a triangular wave pattern and gradient used for the UI background.
The colors change depending on the screen there is a scroll animation of the pattern.

CG shader

GravityZonesShader.gif

GRAVITY ZONES
A surface shader, supporting triplanar mapping, 3 scrolling textures to visually
communicate the gravity state (low/high gravity), scanline, reflections, normal,
and dissolve transition effect when the zone transitions
between the 2 gravity states (high/low gravity).
The texture, color, speed and dissolve changes when the states change
are controlled by a script though MaterialPropertyBlocks.

C# , CG shader

snowEffect.png

SNOW EFFECT

For the winter (FallGuys season 4) I developed a snow effect solution for the levels.
The solution consits on a  geometry shader and a precipitation grid system attached
to the brain camera, so when the camera moves the system moves with it.
This way we can have an optimized solution (the snow only occurs in the grid) but still giving a sense of depth and 3D space
(the snow is NOT just a flat effect overlayed on screen space)

C# , CG shader

snowCode1.png
SnowGrid.png

SNOW SHADER
The snow shader contains the logic to create the quads, uv and particles movement

 

 

GRID
The grid script creates the grid and keeps track of the camera position.
The grid is based on cells and it allows the camera to move with some freedom inside this volume. This way it allows 3d interaction and depth between the snow particles falling and the camera movement.

 

PRECIPITATION MANAGER
The precipitation manager is controlling the shader properties through Property To ID and also reading the grid settings to know the area where particles need to be rendered.

 

Code_SnowPrecipManager2.png
Code_SnowPrecipManager2.png
image.png

https://blueprintue.com/blueprint/u56jeys5/

Cloth Master material
different cloth types (masked)
and effects for customization

Art Tools/Implementation

DecaTool.png

DECAL BAKE TOOL

Solution that combines all the decal meshes in one mesh with the size texture indicated so the level artists can optimize the decals once they finish placing them in the level.
The script gets all the decals meshfilters, creates a new texture packing all the decals textures, keeps track of the the UV’s of each mesh and then combines all the meshes in a new mesh with just one material.

C#

Code_DecalTool.png
iceBreak.png

TECHART for ICE TILE OBSTACLE

For the season 4 , FallGuys introduced a new obstacle: an hexagon ice tile that will break when players step on it.

It has 3 different break states.
I implement the visual solution for those:
●    Creating a custom ice shader
●    Change shader properties through MaterialPropertyBlock to set the different states
●    Create different meshes and set a meshfilter iteration through them when the state changes. Each mesh has less than 300 vtx so it can use dynamic batching.
●    Trigger different vfx prefabs for each state change.

C#

iceTile.jpg
Code_iceBreak.png
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