

Cyclonic
Rift
Description
In this game, you will be stimulating a tornado in the modern city, where you will grow gradually as you can take in more objects. There are different levels of the body itself, and you can notice your change by the sound you make. Try to destroy the city! Your dream is to take in everything you can and be the strongest tornado in the world.
What I did
Lead Artist
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Determine the art style and tone of the game.
Decided that CR is a 3D game, although in the early stages, it's a game that 2D and 3D both exist. -
Because 2D animation of the tornado is not good enough and the effects of shader and 3D models are very suitable.


Technical Artist
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Use Particle System to create a dust effect following the tornado while it is moving, which will change in size according to the size of the tornado.
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Use shader graph and a tornado 3D model to craft a vivid spinning realistic tornado.
In Work Flow Page Section 1
3D Art & Animation
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Craft 3 character models and rigging them using 3Ds Max, and then use free 3D animation from Miamo and the avatar system from Unity to make my character models animate (run) during the gameplay.
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Use 3Ds Max to craft a model for Tornado so that I could make a spinning 3D tornado with shader graph.


User Interface
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I design the most concise UI that expresses more information and content with the least amount of screen real estate and keeps it somewhat aesthetically pleasing. With this aim in mind, UI sketches were created.
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Eventually, I drew the borders and patterns of the UI in 2D using Procreate on iPad.
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Set up 3 maps with all the accessible free building models, and get the reference from "Escape from Tarkov" map design.
Scene Build
SFX & Music Composing
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Help the SFX group analyze all the sound effects needed for this game, and design layered soundtrack processing for a tornado for better immersion.
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Check whether each sound effect fit the game or not.
