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JOE DARCY
Computer Games Programmer
&
Technical Artist
Programming & Technical Art
Unity & C#
Sword Summoning Effect
Sword summoning effect, create in Unity, using custom inspector controls.
All the effects created using either custom sprites, made in Affinity Designer or default particle sprites provided by Unity.
Effects make use of many different modules of the default particle system within Unity.
Multiple particle effect systems are layered together and customised to blend into one effect.
All the effects created using either custom sprites, made in Affinity Designer or default particle sprites provided by Unity.
Effects make use of many different modules of the default particle system within Unity.
Multiple particle effect systems are layered together and customised to blend into one effect.
Magic Effect Controller Script
Magic Effect Controller script for implementing custom inspection controls in Unity.
Controls help artists and designers to edit effects without having to understand the Unity particle system or the underlying code.
Controls help artists and designers to edit effects without having to understand the Unity particle system or the underlying code.
Enemy Range List & Editor Script
Enemy range finding script for adding enemies to a public list and removing them when they are out of range.
Allows the player to apply magic effects only to enemies that are in range.
Implementation of a custom editor script that adds buttons for playing and resetting effects, during "Play Mode".
Allows the player to apply magic effects only to enemies that are in range.
Implementation of a custom editor script that adds buttons for playing and resetting effects, during "Play Mode".
Player Attack Range
Demonstration of the player's attack range being edited while not in play mode.
This is achieved using the Execute Always attribute in Unity. This speeds up the design process as designers no longer have to enter "Play Mode" every time they wish to view the changes they have made.
This is achieved using the Execute Always attribute in Unity. This speeds up the design process as designers no longer have to enter "Play Mode" every time they wish to view the changes they have made.
Ring Summon Effect
Ring effect being edited using custom editor controls and triggered using play button within the inspector.
Easy to understand sliders, colour selection wheels and drop down menus.
All values have been locked to ranges, specified in the design brief, to ensure that effects always behave as intended and can not be broken.
Easy to understand sliders, colour selection wheels and drop down menus.
All values have been locked to ranges, specified in the design brief, to ensure that effects always behave as intended and can not be broken.
Player Applying Effects to Enemies
Player applying effects to themselves and to enemies that are in range.
Different effects can be used here and all effect follow the target transform they are assigned to.
Each field also has a custom tooltip description so that artists and designers can easier understand the purpose of all sliders and menus.
Different effects can be used here and all effect follow the target transform they are assigned to.
Each field also has a custom tooltip description so that artists and designers can easier understand the purpose of all sliders and menus.
Grouped Effects with Custom Controls
Demonstration of effects being grouped together, allowing multiple effects to be controlled by a single effect controller.
Slots for custom sprites to be added to the effects, lighting intensity sliders, opacity sliders, colour selection and input key assignment for triggering the effects.
Editable for every effect added. The base effect can also be edited and updated at any time.
Slots for custom sprites to be added to the effects, lighting intensity sliders, opacity sliders, colour selection and input key assignment for triggering the effects.
Editable for every effect added. The base effect can also be edited and updated at any time.
“I'm smart enough to know that I'm dumb.”
Richard Feynman
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