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Archer Danger Phone - VFX and Tech

Some Shader and simple VFX work from Archer Danger Phone. This project didn't demand anything flashy or over the top but as an idle mobile game it all had to run extremely fast.

Art Director was the fantastic Marc Apablaza. © Disruptor Beam Inc. Archer, FX, etc are properties of... Disney now? I think? I guess?

An early test showing off the Hologram "Fade In" timing for one of the many simulations. I hadn't yet textured the 'empty room' model that these are projected into.

Hologram Characters were just a Material/Shader swap right on top of the Spine2D assets we were using.  Character animation is clamped to a low fps and even frames to match the show.

Hologram Characters were just a Material/Shader swap right on top of the Spine2D assets we were using. Character animation is clamped to a low fps and even frames to match the show.

Holograms were animated with a Curve based animation system I put together.  It made it a lot easier for artists to tweak the timing on what would have otherwise been handled in tween code.  Lots of defensive features and handling of multiple materials.

Holograms were animated with a Curve based animation system I put together. It made it a lot easier for artists to tweak the timing on what would have otherwise been handled in tween code. Lots of defensive features and handling of multiple materials.

A little gif of the Screen Shader in action.  The Hologram effect stole most of its DNA from this, which is a combination of flipbook screen data and realtime shader effects.  Vertex information offsets the various effects so things don't repeat too much.

A little gif of the Screen Shader in action. The Hologram effect stole most of its DNA from this, which is a combination of flipbook screen data and realtime shader effects. Vertex information offsets the various effects so things don't repeat too much.