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Kvark - Tech Art

Some highlight on techart I did for game Kvark. I use vertex shaders for animations to reduce amount of skeletal meshes, and to unlock possibility of baked lighting even on animated meshes. Parameters are send through custom primitive data to enable batching everywhere possible.
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Activation animation using aperture like closing.

Shader for aperture closing and other animation

Shader for aperture closing and other animation

Punch in clock, using only one parameter

Punch in clock Shader

Punch in clock Shader

Drill animation, this is shot as projectile by one enemy

Pretty complicated shader because it also has animation for enemy wheels and tracks.

Pretty complicated shader because it also has animation for enemy wheels and tracks.

Clock animation,

In game example