Technical Art Projects

A self-contained Unity Package that requires simply dragging and dropping a particle system into your scene. The package will increase the storms intensity the closer the MAIN Camera gets to it.

Additionally the package has the intensity of sound of the storm as well.

A Unity package that includes a basic player controller, a camera, and a rendering material that allows players to see different game objects through glasses, based on layer visibility.

Unity Package - Sword with Energy Effect

Houdini - Procedurally Generated SodaCan

Final Project Contributions

A VFX Graph was developed to extract vertex positions from a skinned mesh by baking them into a mesh asset, enabling particle systems to spawn directly from the original geometry. This approach allowed for highly integrated visual effects that appeared to emerge organically from the character's surface. The system included adjustable parameters for particle size, color, lifetime, velocity, and selectable textures, supporting four unique texture options.

Shader Graph was used to control particle appearance over time, combining a power noise node with a step function to simulate gradual texture decay—creating a disintegration effect resembling aged or burning paper. Additionally, a complementary particle system was implemented using a small sprite sheet that cycled through four frames based on particle lifetime. The sprite animation progressed automatically as the particle aged, while also applying rotational motion to enhance the visual dynamics and give the effect a more fluid, deteriorating motion.

About me

I’m a passionate game developer with experience in programming, technical direction, and creative problem-solving. My work focuses on crafting immersive gameplay experiences through dynamic character controllers, centralized game management systems, and polished visual effects. I enjoy blending artistry and technical expertise, whether it’s creating procedural content in Houdini, designing custom shaders, or developing adaptable animation systems in Unity. With a strong foundation in teamwork and leadership, I aim to push the boundaries of interactive design and storytelling.

Paulo Tassi
Paulo.R.Tassi@gmail.com
paulotassi (paulotassi1)
(203) 615-1980