Currents of War 2025
A 'NPC Simulator' game made in Unity for the April 2025 itch.io gamejam 'Indie Game Clinic COLLAB JAM '25'
Since then, we've expanded it quite a bit!
Play the Game Jam Release in your browser! The game jam was a collab jam, primarily consisting of 3 of us doing art and programming for Currents of War.
I helped out doing the primary art and game's look, while another two did the programming and some art assets.
I set up the shop, drew all the items, ui, and the characters,
I also wrote the code + shaders to handle animation & dynamically coloring the character's faces, hair, & armor.
For the art inspiration, I pulled from -
Gameboy Advance games like Zelda Minish Cap,
Super Nintendo games like Secret of Mana & Final Fantasy 3/6,
And Original Nintendo games like River City Ransom.
I wanted to create a semi 'tacky' weapons shop for the style.
To give some room for gags & chicanery!
One of the challenges was making sure the character's displayed with custom colors for their hair, face, armor, gloves/boots, and leggings.
I wrote a shader to handle the colorization of the character's face, hair, and armor.
Along with the sprite animation system to handle the character's idle, walk, and talk animations.
I also wrote a custom editor script to allow the character's colors to be changed in Unity's Editor, and have it update in real-time.
Among other fun things like adding an animated cursor, outlines around items on hover, ui borders that auto size to the text and stay pixel perfect, among other things Give the game a try, it's a little game with some neat mechanics!
Try to make as much money as you can off these heroes coming to your shop!
Play the Game Jam Release in your browser!
A 'NPC Simulator' game made in Unity for the April 2025 itch.io gamejam 'Indie Game Clinic COLLAB JAM '25'
Since then, we've expanded it quite a bit!
Play the Game Jam Release in your browser! The game jam was a collab jam, primarily consisting of 3 of us doing art and programming for Currents of War.
I helped out doing the primary art and game's look, while another two did the programming and some art assets.
I set up the shop, drew all the items, ui, and the characters,
I also wrote the code + shaders to handle animation & dynamically coloring the character's faces, hair, & armor.
For the art inspiration, I pulled from -
Gameboy Advance games like Zelda Minish Cap,
Super Nintendo games like Secret of Mana & Final Fantasy 3/6,
And Original Nintendo games like River City Ransom.
I wanted to create a semi 'tacky' weapons shop for the style.
To give some room for gags & chicanery!
One of the challenges was making sure the character's displayed with custom colors for their hair, face, armor, gloves/boots, and leggings.
I wrote a shader to handle the colorization of the character's face, hair, and armor.
Along with the sprite animation system to handle the character's idle, walk, and talk animations.
I also wrote a custom editor script to allow the character's colors to be changed in Unity's Editor, and have it update in real-time.
Among other fun things like adding an animated cursor, outlines around items on hover, ui borders that auto size to the text and stay pixel perfect, among other things Give the game a try, it's a little game with some neat mechanics!
Try to make as much money as you can off these heroes coming to your shop!
Play the Game Jam Release in your browser!
procPromo Shader Pack 2022-2025
A Minecraft shader pack for Optifine & Iris
Languages - GLSL 1.2, 3.3, & 4.5
File Count - 180 I started writing procPromo in the spring of 2022 as a way to learn GLSL, as I was mostly using GLSL ES for WebGL at the time.
Figured, if I was already playing minecraft, might as well make it look cool too!
Like, while I built the sky villa and alien spore in the images.
I decided on a style inspired by the Minecraft Key or 'Promo' art,
Writing a Texture Blur similar to Smart Blur in photoshop; smoothing regions of similar colors.
To make block edges using Depth + Normals
Create a 2-Pass Blur/Glow with post-processing.
And a Shadow Distortion system with biasing based on per-axis (X,Y) distance from camera/player.
Shadows are fun to figure out in games,
But they are all circlar, or 'radial', distance from the player. This is a block game though!
So how about 90-degree angle shadows?
Distorting the objects in space by their X,Y to the player/camera allows for much sharper shadows than a radial player-centric shadow map.
This let me get much sharper shadows from blocks, similar to Minecraft's promo art's shadows.
It was a fun experiment for shadowing,
But it has it's time and place;
Like in a block game.
A Minecraft shader pack for Optifine & Iris
Languages - GLSL 1.2, 3.3, & 4.5
File Count - 180 I started writing procPromo in the spring of 2022 as a way to learn GLSL, as I was mostly using GLSL ES for WebGL at the time.
Figured, if I was already playing minecraft, might as well make it look cool too!
Like, while I built the sky villa and alien spore in the images.
I decided on a style inspired by the Minecraft Key or 'Promo' art,
Writing a Texture Blur similar to Smart Blur in photoshop; smoothing regions of similar colors.
To make block edges using Depth + Normals
Create a 2-Pass Blur/Glow with post-processing.
And a Shadow Distortion system with biasing based on per-axis (X,Y) distance from camera/player.
Shadows are fun to figure out in games,
But they are all circlar, or 'radial', distance from the player. This is a block game though!
So how about 90-degree angle shadows?
Distorting the objects in space by their X,Y to the player/camera allows for much sharper shadows than a radial player-centric shadow map.
This let me get much sharper shadows from blocks, similar to Minecraft's promo art's shadows.
It was a fun experiment for shadowing,
But it has it's time and place;
Like in a block game.