Match 2 Game - Unity 2D
A demonstration of 2D VFX, shaders, animation, and procedural systems built in Unity.
This project started to refresh my knowledge of Unity especially in the realm of 2D which I’ve never really touched. I tried to make as much as possible dynamic and interactive. The main focus was adding visual flair and polish to the interactions.
Highlights
- Dynamic tentacles that seek out and eat loot drops using inverse kinematics
- Custom shaders including dissolve, fog swirl, and god rays. All node based, built in Shader Graph
- Custom particle systems using Shuriken for impact, pickup, and ambient FX.
- Sprite-based card flip sequences with state machine control for clean transitions
- Event-driven animation triggers for gameplay feedback (idle, click, flip, reset)
Technical Approach
The tentacle system uses a chain of IK targets that (relatively) smoothly interpolate toward loot drop positions. Once a drop is within reach, the tentacle “grabs” it and plays an eating animation accompanied by screen shake (Cthulhu’s stomach rumbling presumably)
The fog swirl shader combines scrolling noise textures with a radial distortion pass. God rays are screen-space, sampling a bright-pass buffer and blurring along a direction vector pointed at the light source. Both are lightweight enough to run without issue on mobile hardware.
Tools
Unity 2D, C#, Shader Graph, Shuriken for VFX, Inverse Kinematics