HELLCASTER
Role: Project Lead and Creative Director
Team Size: 12
Development Time: 11 Weeks
Tools: GitHub, Jira, Miro
Languages / Engine: C#, HLSL, Unity
Game Genre: FPS / Deck-builder / Rhythm
Play as a metalhead wizard, forged in the mosh pits of hells. Your scrolls are your song sheets, and your spell deck is the set list!
HELLCASTER is an adrenaline-fueled FPS game with real-time deck building system for the player's magic scrolls.
Make use of spell synergies and staying on music beat for your attacks to gain more power!
Particle Effects : Spells and Bloodsplatters
I’ve made almost all of the particle effects for spells and summoning circles, as well as different types of enemy blood splatter decals.
Diegetic Pause Menu: Shaders and DOTween
I used DOTween for an effective animation upon pause menu, as well as added various functionality within the menu, for example guitar sticker customization.
One of my favorite coding tasks on HELLCASTER were my shaders - both using shader graphs, and HLSL scripting (High-Level Shading Language).
I am especially proud of my animated outline shader written using HLSL, which could be applied to any 2D image. I have made the HLSL script compatible with URP and have converted the shader to use unscaled time, which allowed for the shader animation to run even while the game is paused and timescale is zero. The guitar script is continuously feeding unscaled time to the outline shader, so the animation never freezes.
I have also written shaders for the game's overall visuals, such as pixelation, affine texture warping, dithering and simple cel shading for certain unique objects, such as crystals.
Camera Movement and Screen Effects
I worked extensively on camera movement and screen effects such as wobble, shake, zoom and camera shift between first and third person perspectives.
Concept Art and Additional Contributions








