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STT FX and Shader Breakdowns

Some more assorted FX and Shader tricks from Star Trek Timelines. Everything is optimized for mobile devices.

STT © Disruptor Beam Inc

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This was a tricky system, there wasn't much reference from the show and what existed looked very dated.

Allen white badlands

The Badlands environment repurposed some cool effects to create a really unique system. This shot is without particles and dust.

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The unique elements of this system boil down to the unique sky "dome" and the plasma-ish fire storm pillars that fly through the system.

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Here's the Fire Pillar shader on a stock Unity sphere. It's pretty simple once you see it on normal geometry (like most fx tricks).

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Some details about the Ship Battle FX. Almost every effect uses one of those three base textures, even the shockwaves and temporal anomalys. High end added distortion as well.

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A quick gif of just the particle bits. Doesn't include the burnout and dissolve ship fx that precede these in game.

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The 'Guardian of Forever' was our packs metaphor in STT. A little obscure as it only showed up in ToS (pretty ugly) and TaS (pretty cool) but a cool bit of fan service. These are my sketches for the design.

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As usual we had to keep the memory way down, but I was also really after keeping the draws down as well. So there are only 2 materials and all the lighting is baked in. The "lit" state is pretty muted so the particles stand out.

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Here's a gif of the thing in action. I was responsible for the entire scene; model, shader, anim, particles... everything but UI. See more & "BEHOLD" moment fx when you score 3 rare crew to choose from here:

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Old school fur style solution for faking out grid-ed mapping of "nebula space". A cool effect we used on some backgrounds.

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Texture data packed into one texture as usual for keeping the memory down.