- Modeled a mecha character in Unity and animated it using Unity’s animation clips. No rigging needed since the mesh doesn’t need to deform.
- Wrote a bunch of shader graphs for most of the visuals, and a post process outline shader. Animating between them and blending between different colors.
- Followed some VFX tutorials for making a jet engine thruster VFX, shield VFX, laser VFX, slash VFX.
- Also have intro, win, and lose game sequences.
- I made a destructible level using Unity’s terrain system to punch holes in it, and spawn in “Panels” with some random animated properties that get “sucked in” to the black hole. Spent a lot of time on this concepting it and then making it performant enough so I could get the whole level crumbling without lagging out.
Sadly all of this took so long I didn’t spend too much time on making the gameplay as deep as I wanted to and it was hard to balance the boss. I thought it was too easy but everyone playing it was struggling.