Elemental Blast

Elemental Blast

Technical Art I Unity3D I Mobile
Role:
Technical Artist / Vfx Artist
Focus:
Visual Design, Mobile Optimization, Vfx, UI and Character Animations, Shaders
Project Overview

Elemental Blast began as an internal R&D project at TicToc Games, developed as a draw-to-match mobile game that could serve both as a reusable development template and as a pitch to potential publishers. I worked as the Technical Artist and VFX Artist on a small team alongside an artist, programmer, Art Director, and production management. Although the project initially started as a fairly basic gameplay prototype, the Art Director and I saw an opportunity to push its visual presentation further, developing a distinctive and polished aesthetic that would help it stand out to prospective clients.

The project gave me an opportunity to expand my experience creating stylized 2D visual effects using Shader Forge and Unity’s Shuriken Particle System. Beyond VFX, my responsibilities included character animation, organizing and maintaining art assets, and optimizing the UI for mobile gameplay. Working with a small team allowed me to contribute across several areas of production, helping transform a simple gameplay concept into a visually engaging prototype that could serve as a foundation for future projects.

Examples of Vfx
This is vfx of the different elemental (fire, water, earth and wind) tiles popping, and the special link-gem pop.
Responsive UI & Mobile Optimization

One of the important goals of Elemental Blast was to create a flexible UI that could be adapted for future mobile projects. With that in mind, I focused on developing a responsive UI that would maintain its visual consistency and usability across different screen sizes and aspect ratios. This required carefully considering how interface elements were positioned, scaled, and arranged to accommodate different devices without compromising the game’s overall presentation.

Since Elemental Blast was intended to serve as a reusable development template, building an adaptable UI was especially valuable. Rather than designing around a single device, the goal was to establish an interface that could support a wider range of mobile hardware while minimizing the need for device-specific adjustments. This approach helped make the prototype more versatile, both as a polished demonstration for potential publishers and as a foundation for future development.

Samsung Galaxy Note 9
Google Pixel XL
Apple iPhone XR
Apple iPad Mini 2
Project Outcome

Elemental Blast successfully evolved from an internal R&D prototype into a polished, reusable game template that helped TicToc Games secure an opportunity to develop a title based on a well-known IP. Although the subsequent project ultimately did not move forward, Elemental Blast demonstrated the value of combining strong visual presentation with a flexible technical foundation. I’m proud of the work our small team accomplished, particularly in transforming a relatively simple concept into a compelling prototype with the potential for further development.

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