This project started as a way to refresh my Unity knowledge, especially 2D, which I hadn’t worked in before. I tried to make as much as possible dynamic and interactive. The main focus was adding visual flair and polish to the interactions, otherwise known as “juice”.
Highlights
- Dynamic tentacles play procedural idle animations, then seek out and eat loot drops.
- Custom shaders including dissolve, fog swirl, and god rays.
- Custom particle systems using Shuriken for impact, pickup, and ambient FX.
- Everything is animated
Technical Approach
The tentacle system uses a chain of IK targets that smoothly interpolate toward loot drop positions. The fog swirl shader combines scrolling noise textures with a radial distortion pass. The card flips used to operate on a state machine, but that turned out to have a surprising amount of overhead and wasn’t worth it for just a couple of states, so I moved it to C# only.
Tools
Unity 2D, C#, Shader Graph, Shuriken for VFX, Inverse Kinematics, State Machine