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CrumbleRumble FX

Over the last 12 weeks I had the honor to work with Teodora Petkova, Wesley De Moye, Leander De Hertogh and Mark Haaijer on a small couch game. Crumble Rumble is a competitive infinite runner, where you die when you fall behind.
I was responsible for most of the FX, the post processing, and the UI and Animation Blueprinting. I also set up most of the pipeline, with some improvement for characters made by Teodora. I spent about half a day to a day on every effect, a day on the pipeline/materials, and a few days designing the UI.

Credit where credit's Due
Teodora Petkova (Character and 3D art): https://www.artstation.com/theodora-petkova
Programmers:
Wesley De Moye: https://www.linkedin.com/in/wesley-de-moye-71775a17a/
Leander De Hertogh: https://www.linkedin.com/in/leander-de-hertogh-3bab51136/
Mark Haaijer: https://itch.io/profile/mrthemarkoman

Lantern

Lantern

Explosion

Explosion

Teleportation

Teleportation

Rolling for Gollem Character

Rolling for Gollem Character

Dissolve Effect for pickups

Dissolve Effect for pickups

Master Shader Result. I wanted to get as many options as possible in here, for fast iteration. Keeping everything procedural allowed us to use the same shader for various objects, from the smallest pickup to the large walls.

Master Shader Result. I wanted to get as many options as possible in here, for fast iteration. Keeping everything procedural allowed us to use the same shader for various objects, from the smallest pickup to the large walls.

Many of the options are linked to static switches, to avoid unnecessary draw calls.

Many of the options are linked to static switches, to avoid unnecessary draw calls.

Faceted Normals Material Function.

Faceted Normals Material Function.

Gridmask Material function. this takes 4 options and makes a map out of them.

Gridmask Material function. this takes 4 options and makes a map out of them.

no post processing. Original screen (assets made by Teodora).

no post processing. Original screen (assets made by Teodora).

Post processing enabled.

Post processing enabled.

Various outlines are possible, they are selected using a customdepth mask with Stencil.

Various outlines are possible, they are selected using a customdepth mask with Stencil.

Post Process Material

Post Process Material

The shading starts with basic cell shading, and then blends in an extra darker color for AO, and the regular default shader to add some variation.

The shading starts with basic cell shading, and then blends in an extra darker color for AO, and the regular default shader to add some variation.

Trailer