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Airship: Kingdoms Adrift (2020 - 2024)

Company : Revolution Industry

Release : 21 September 2023

Genre : Action, Tactical

Platform : PC

Engine : Unity3D URP

Team size : 10

Skybox Shader

Contribution : Lore artwork, Research, Shader development, Lookdev, Asset creation, Gameplay implementation

Software : Unity, Substance Designer, Gaea

We needed a day-night cycle in the game, but Unity (as of Unity 2019 URP) didn't have a built-in volumetric skybox solution. Therefore, we created our own skybox shader.

I contributed most of the work here, starting with research on volumetric rendering and following instructions from papers and tutorials on lighting calculations using raymarching.

The landmass layer is also part of the skybox shader; it is dynamic and moves based on the viewer's position. I extracted areas from lore artwork, used heightfield simulation to create desired look, and finalized heightmap manipulations in Substance Designer for the textures used in the skybox shader.

Landmass area from lore artwork

skybox_grey_step1.png

Landmass texture creation breakdown

Color data (World)

skybox_albedo_rgb.png

Texture 1 : Color and Height

Light strength mask (World)

Texture 2 : Light data (night illumination)

Sky-Island Rendering

Contribution : Lore artwork, Research, Development, Lookdev, Asset creation, Pipeline design, Terrain Painting, Props & Decoration, Gameplay implementation

Software : Unity, Houdini, Gaea

Sky-Islands play a significant role in world-building for this game. I went through numerous iterations, trials, and errors, and faced many technical challenges to achieve a look that our team is happy with.

Based on the lore artwork provided by the concept artist,

I prepared rough data for guiding, including shape, painted heightmap, forest mask, river mask, etc.

landscape_heightmap.png

Key Steps for Sky-Island Creation

Sample of Gameplay Works

Weapon Targeting Shader

Contribution : UI Design, Asset creation, Shader development, Gameplay implementation

Software : Unity, Substance Designer

left - missile , middle - torpedo , right - cannon

Firing Arc Indicator Shader
Contribution : UI Design, Asset creation, Shader development, Gameplay implementation

Software : Unity

firingarc.gif

Achieve this with Render-texture as temp buffer

then slap another shader on top to finalize the look

Weapon VFX (Projectile and Explosion)
Contribution : Projectile design, Explosion design, Shader development, Asset creation, ProjectileVFX, ExplosionVFX, Gameplay implementation

Software : Unity (with Shuriken particle system)

❗ Disclaimer : Due to time constraints, I utilized several assets from Unity's Asset Store as a starting point, heavily modifying and combining them to create these visual effects.

Sample of UI Works

Contribution : UI Design(some), Asset creation, Shader development, Gameplay implementation

Software : Unity, Substance Designer

ui_questmarker2.gif

Main quest marker

ui_questmarker.gif

Area quest marker

ui_itemhighlight.gif

Item highlight

ui_transfer.gif

Button shader sample

ui_takeoff.gif

Another button shader

ui_minimapimp.gif

Minimap implementation

Ready to use "Time advancing function"

Worldmap implementation (most functionality)

Ending In-game Cutscene

Video clip sample is an edited version, played at 2x speed

Contribution : Storyboard, Insert shots, Rough keyframe, Polished keyframe, Timing, VFX, Flow implementation

Software : Unity, Houdini

I worked closely with the creative director to create an in-game cutscene summarizing the storyline.
My contributions included:
  • Set up the in-game flow from the victory screen after the final boss → ending cutscene → credit roll → back to the main menu

  • Translating the storyboard into rough in-game keyframes

  • Placing some visual effects and creating additional VFX as needed

  • Assisted the creative director with anything he needed when it came to polishing the keyframes

ending_crater.png

Crater mesh and shader

ending_sim.gif

Houdini RBD sim

ending_manaleak.gif

Mana leak particle system

Language/Translation Modding Support

Contribution : Research, UI Design, Workflow design, Tool development, Gameplay implementation, Wiki writing, QA

Software : Unity

I am fully in charge of experimenting with how to add modding support for Airship: Kingdoms Adrift, starting with third-party language support.
 

This feature includes everything required for Steam standards. Users simply subscribe to a workshop item, and the game system will verify versioning and perform updates if necessary.
 

I handled every aspect of this feature, including developing the uploader tool, writing the wiki, and conducting system deployment tests.

Japanese translation mod (by NaitouSecond)

modding_1.png
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