
Rusted Shift
Description
This is a pixel-art Soulslike game that uniquely blends 2D side-scrolling and 3D third-person exploration into a seamless experience. Players can freely switch perspectives to solve puzzles, engage in combat, and traverse a post-apocalyptic world filled with danger and mystery. Inspired by Metroidvania elements and classic Soulsborne combat, the game challenges players to adapt their strategies based on the environment and enemy behaviors across two dimensions.
In Rusted Shift, I am primarily responsible for the roles of Environment Artist, Technical Artist, VFX Artist, and Lead Artist.
What I did
Environment
Artist

I built two complete levels that captured a believable post-apocalyptic atmosphere using Unity’s High Definition Render Pipeline (HDRP). Every asset was positioned with attention to composition and storytelling—broken windows, collapsed walls, and abandoned furniture all contributed to a lived-in, ruined world. I fine-tuned HDRP lighting, exposure, and volumetric fog settings to match the tone of The Last of Us Part I, resulting in realistic lighting transitions between indoor and outdoor scenes. The final visuals supported both exploration and emotional immersion.

I leveraged Unity HDRP’s Decal Projector system to enrich the visual storytelling of each scene. In the sewer areas, I applied animated caustics textures to simulate water reflections on the floor and walls, enhancing the feeling of dampness and confinement. Moss decals added organic overgrowth to concrete surfaces, while blood splatter decals contributed to a narrative of past conflict. These environmental details were carefully placed to guide player attention and build a cohesive, story-rich setting without the need for additional models or lighting.
VFX Artist

To bring life to the environment, I created a dynamic vegetation system using Unity’s Shader Graph. I developed custom shaders that simulate wind-swaying grass and wall vines, with adjustable speed and direction parameters. These shaders were applied to various foliage objects without relying on external animation rigs, making the system lightweight yet visually immersive. This contributed significantly to environmental realism, especially in outdoor scenes where subtle motion added a sense of atmosphere and world coherence.

To enhance the dramatic impact of player death, I designed a high-fidelity electrocution sequence inspired by The Last of Us Part I. This effect combined multiple technical elements: custom particle systems simulated sparks and electric arcs, while flickering lights—controlled through script—amplified the scene's intensity. I also utilized Unity's Visual Effect Graph to create reactive electricity trails wrapping around the player's body. The final effect was timed precisely with animation and audio triggers, creating a visceral, cinematic experience that left a strong impression on playtesters.
Technical Artist

To emphasize narrative shifts, I implemented a system for dramatic visual style transitions based entirely on lighting and HDRP post-processing adjustments. Without altering any materials or prefabs, I enabled seamless switching between two modes: a full-color 3D exploration mode, and a 2D side-scrolling mode rendered in monochrome. This stylistic shift—heavily inspired by This War of Mine—instantly changed the emotional tone, signaling to players that they had entered a more somber, reflective state in the narrative. The system was both technically efficient and thematically powerful.

I designed a fully interactive and visually polished main menu scene to leave a strong first impression on players. The menu featured a gently rotating camera influenced by mouse movement, adding a sense of spatial depth and presence. Cinematic lighting highlighted environmental storytelling elements such as drifting dust particles and flowing water rendered with Unity’s Water Renderer. This blend of atmosphere and interactivity set the tone for the game before any button was pressed, turning the menu into an emotional prologue rather than just a UI screen.
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