This is a compilation of tools, tech and VFX I made for the game Tomb Raider Reloaded, developed by Emerald City Games and published by SquareEnix London (which became CDE).
I worked in this project from start to finish as the lead VFX and Tech Artist, and all VFX were made by me and Albin Desboeufs. I don't have good videos of absolutely all the effects I made, but you can see all the game's playthrough on the part 1 of this reel.
Splash Art shader
Fire effects (Purple portals made by Albin)
Fire Spell
Electric effects
Boss cards
Yeti Boss battle effects (Icicle Projectiles and trails on the slap attacks were made by Albin)
Experimental water shader for a boss battle
Hydra Boss effects and Water shader
Crocodile Boss effects
Crocodile Shader. It creates the illusion of transparent water by clamping the vertex positions at the water level and projecting the mesh forward according to the Camera Vector
Experiment with a coin shader. It didn't make into the game but it looks cool
Wet Floor shader with fake reflections
Crystal Shader
Rat Particles. The rats are animated in the shader with only math
Water Hair shader
Midas Golden palm attack, with fake shadows for the anticipation, and golden hand prints on the ground
Spider Boss intro and death effects
Spider attacks and fake holes on the ground
Spider shader. The spiders are animated using math on the vertex shader, all controlled by moving them across the map
Mash effect for the Wolf Boss
Spline tool for the dashed lines on the Dungeon Maps
Highlight effect for UI tutorials. A script passes the rectTransform data from a sprite to the background and samples a soft circle that erases the darkened image
Different types of UI banners. The shader supports a soft mask for the art inside the banner