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marc'sdev corner

Skills Acquired

+1
Tech Art & VFX
Created particle systems and visual effects that elevated the game's aesthetic.
+2
3D Modeling for Shaders
Built meshes specifically optimized for use with shaders and real-time VFX.
+3
Team Collaboration
Coordinated closely with artists and programmers to meet deadlines and quality standards.

Galaxy Busters Elite is a classic rail shooter featuring a fun campaign and custom artwork. It was created as part of a game development lab, where I was tasked with creating tech-art and particle effects for the team, as well as designing the player ship.

The project was a great learning experience as it was my first time working on a larger team. I was able to apply my knowledge of game development and art to a real-world project while gaining valuable experience in project management and collaboration.

My Role

Visual Effects & Tech Art

My primary responsibility was bringing visual polish to the game. This meant creating particle effects for:

  • Weapon fire and explosions
  • Engine trails and boost effects
  • Environmental hazards and power-ups

Working as a tech artist taught me to think about performance from the start—every particle system had to look great while staying within our frame budget.

Ship Design

Beyond VFX, I designed and modeled the player ship. This required balancing visual appeal with technical constraints, ensuring the mesh worked well with our shader pipeline and could be rendered efficiently alongside dozens of enemies and effects on screen.

The final model used optimized UV layouts specifically designed for our custom shaders, allowing for dynamic color shifts and damage states without additional texture swaps.