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
Landmass texture creation breakdown
Color data (World)
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.
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
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
Main quest marker
Area quest marker
Item highlight
Button shader sample
Another button shader
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:
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Set up the in-game flow from the victory screen after the final boss → ending cutscene → credit roll → back to the main menu
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Translating the storyboard into rough in-game keyframes
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Placing some visual effects and creating additional VFX as needed
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Assisted the creative director with anything he needed when it came to polishing the keyframes
Crater mesh and shader
Houdini RBD sim
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)