Website powered by

Tribulation

This is from a school project we made over 9 weeks at indie gamedev in Boden.
You can download it here!
https://staledonut.itch.io/tribulation

A Fast paced FPS, mixing old-school shooters with the new emerging genre of “bullet heaven” games, based on Vampire Survivors.
I am acting as Art-lead and Vfx Wizard / Shader Magician on this project.
I Created the Art Pipeline for the project (needs updates for a lot of details that has cropped up during development).
https://docs.google.com/document/d/1n2aA5WBe32LEkXRJiZJzeCV9eGcFmknAMODEg6eLQoc/edit?usp=sharing

The trailer for our Released Project!

Boss Gameplay

Chromatic Abberation when player gets hurt. 
The UI is mostly diagetic and liquids in the different bottles are controlled via a combination of my materials / shaders and scripts.

Chromatic Abberation when player gets hurt.
The UI is mostly diagetic and liquids in the different bottles are controlled via a combination of my materials / shaders and scripts.

Boss fight where the boss is in the process of teleporting.

Dithered cutout doing its work.

Boss fight where the boss is in the process of teleporting.

Dithered cutout doing its work.

Gameplay!

Low-poly characters baked with high-poly models for normals and AO for a easier texture workflow and Exported at 512x512 Resolution.

Low-poly characters baked with high-poly models for normals and AO for a easier texture workflow and Exported at 512x512 Resolution.

The Main shader for the project is a Shadergraph creation that taps into Lighting and adds a dither effect to the shadows that uses screen space to move with the camera.

Early version of the game with very few of the different post processing passes and materials implemented.

Test area