Soul Shard

Soul Shard is a cooperative puzzle platformer that takes inspiration from EA’s ‘It Takes Two’. It is being developed by 19 Souls on Board, a team of 19 student developers from Cohort 18 at the Florida Interactive Entertainment Academy on the downtown campus of the University of Central Florida. I’m assisting the team as a technical artist this summer.

Soul Shard Poster 19 Souls on Board Logo

Smoke System

My first task was to design and develop a stylized explosive smoke particles for various machinery and explosions in the game. The basic idea was to develop a working prototype and then refine it in the iterative design process.

Cloud Texture

Firstly, I designed various cloud textures with separate RGB channels for Base Color, Emmisivity and Opacity Mask.

Smoke Material

Smoke Particles - 1st iteration

Smoke Particles - 2nd iteration

Debris Texture

The debris texture was made in photoshop using refrence images online and the brush tool.

Debris Material

The debris material was made using the debris texture in a similar fashion to the smoke material.

Smoke Particles - 3rd iteration

Spark Texture

The spark texture with separate RGB channels was obtained online.

Spark Material

Smoke Particles - Final iteration

Other Variations

Few other variations of the smoke system

Less stylized system Debris only system Puff system

The gifs are sized properly, zoom in to see them clearly

Flame system

My next task was to come up with flame systems for different purposes like burning coal, chimneys, explosion, etc.

Noise Texture

A stylized noise texture was created to serve as the opacity mask for the flame material.

Flame Material

Flame Particles - 1st iteration

Flame mesh

The flame system previously made was disapproved by the team for being too toony and not matching the game tone setting. So I decided to replace the sprite based particle system to a mesh based one. I modeled an icoshpere mesh with decimate modifier for this purpose to provide randomness.

Flame material

The flame material was created simply by assigning the particle color input to the emmisive color of the material so that we can assign it later in the emmiter itself.

Flame Particles - Final iteration

Footprint System

Further I was assigned the task to develop a snow-based footprint system over snow for the main characters (Ambrose and Nimue).

Footprint Sprites - 1st iteration

Ambrose Foot Impression Nimue Foot Impression

Foot Impressions

Ambrose Footprint Sprite Nimue Footprint Sprite

Footprint Sprites

Footprint Material - 1st iteration

Footprint Blueprint

Adding to the third person blueprint

Animation Notifier

Adding run animation notifier Third person animation event graph Third person character event graph

The images are sized properly, zoom in to see them clearly

1st Output

Footprint Sprites - Final iteration

I was suggested by the team that the current footprint didn’t look natural as snow footprints are generally a litte darker (dark grey/blue) with blue tint on the edges. Apart from this, they suggested to add normal information to the footprints aswell.

New Ambrose footprint texture New Nimue footprint texture

Footprint Textures/Sprites

Ambrose footprint normal Nimue footprint normal

Footprint Normals

Footprint Material - Final iteration

The footprint material was now modified to support normal information and the noraml map textures generated were assigned.

Final Output

Snowstorm System

My next task was to design and develop a snowstorm system for the yard area. I was provided with a reference video for the same.

Snow Particles


© Makra