Eclipse Judgement (Tutulma Hükmü)
Cinematic & gameplay ground slam VFX. Features 4-phase anticipation & release, Annulus ring geometry overdraw optimization, and trauma-squared Perlin camera shake with zero GC allocations.
Bridging explosive visual artistry with rock-solid engine performance.
Specialized in high-impact stylized & realistic combat VFX, proprietary shader architecture (Amplify Shader Editor & Shader Graph), and zero-GC Unity C# systems that elevate game feel without sacrificing frame rates.
Every project is engineered with a strict 3-tier pipeline: Custom Mesh Geometry → Advanced Shader Math → Layered Particle Dynamics & C# Integration.
Cinematic & gameplay ground slam VFX. Features 4-phase anticipation & release, Annulus ring geometry overdraw optimization, and trauma-squared Perlin camera shake with zero GC allocations.
Complete real-time stylized combat suite. Dynamic sword ribbons, multi-directional hit sparks, shockwaves, and custom high-efficiency object pooling architecture (VFXPool) that runs with zero GC runtime overhead.
100% pure Amplify Shader Editor solution with dual-UV architecture (UV0 wireframe, UV1 3D cell pivots). Features GPU vertex pop-out recoil, localized Hermite smoothstep shockwave dissipation, and multi-pass transparent queue sorting.
Custom Unity 6 EditorWindow developed for Technical Artists. Inspects 8 UV channels (Vec2/3/4), isolated Vertex Color masking (RGB & Alpha), 3D orbit viewport, and a live VFX UV Panner engine with directional nudges.
A multidisciplinary technical skillset built to bridge the gap between creative visual design and engine performance.
Click or drag anywhere inside the viewport to cast stylized particle bursts, shockwave rings, and arcane slashes simulated live in the browser.
Professional journey collaborating with game production teams, shipping optimized visual effects, and mastering engine pipelines.
Deep foundation in visual communication, color theory, typography, digital print reproduction, and layout design.
Comprehensive training in real-time visual effects principles, timing, color pacing, and particle game-feel mechanics.
A great effect must never obscure character silhouettes or player actions. I design clear value hierarchies with dark cores, luminous rims, and controlled residual dissipation.
True power does not come from blinding flash alone; it comes from contrast. Tension must build in the anticipation phase, breathe in visual silence, and discharge violently on impact.
Visual beauty is useless if it drops frames. All VFX spawning is bound to robust object pools, cached components, and optimized mesh shaders that keep 60+ FPS rock-steady.
Available for full-time studio opportunities, contract technical art, or stylized VFX collaborations.
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