Spectra
Multiplayer First-Person Shooter
Platform: PC
Engine: Unreal Engine 4
2015
Spectra is a futuristic, crystalline-themed FPS, consisting of a dynamic and highly-polished level, three unique weapons, and fully-functional online multiplayer. It took the team of 8 developers four months to take the demo from concept to release.
I served multiple roles on the team. As the VFX/Technical Artist I created custom VFX and advanced shader assets. As a Level Designer I designed and tested a number of levels, including the level included in the release build of the game. Finally, all team members also participated in numerous technical and gameplay prototypes during pre-production.
Demo Reel
VFX
The overall art style of Spectra focuses on simple but unconventional shapes, patterns, and textures in order to create an otherworldly atmosphere. The visual effects were no exception, as they needed to be recognizable but equally unconventional in appearance.
Weapons
Perhaps the most important VFX in a first-person-shooter are the weapon effects — unique to each weapon, and color-coded to match each team. Each needed to be both visually appealing and instantly recognizable, from any range, while also fitting into the broader visual language of the game.
The most noteworthy Visual Effects are the VFX used for the weapons. Each weapon needed to be both visually appealing and instantly recognizable, while also fitting into the broader visual language of the game. To achieve this, I implemented shapes and patterns that would fit the project’s bold aesthetics while still standing out from their surroundings.
Phase Rifle

The Phase Rifle fires a three-round projectile volley – and each projectile creates a small energy burst upon impact with any surface. The long, smooth projectiles coincide perfectly with the weapon’s sound effects, which makes firing the Phase Rifle a satisfying experience. The secondary fire allows players to aim down the weapon’s magnified sights.
Shard Cannon

The Shard Cannon is a devastating close-range shotgun. It uses a bright ripple-like muzzle flash to really telegraph the weapons power to friend and foe alike, along with a distinctive double-cone projectile spread. The secondary fire allows the player to briefly see through walls, at the expense of ammunition.
Proximity-Mine Launcher

The Mine Launcher launches an explosive projectile in an arc, while the secondary fire allows players to ‘freeze’ or stop the projectile midair, where it can act as an area denial weapon. Each mine is relatively small, but deadly – I took great care to make them as visible as possible without being needlessly distracting.
Other Effects
Thruster Jets
In addition to the weapons, a key element of the game was player movement. In Spectra, players have the ability to double jump, along with an omni-directional dash ability – both powered by characters’ thruster jets. I designed the thruster effects to balance conveyance (the ability the character used and the direction they are going) and aesthetics.
Force Field
When a player grabs the enemy power crystal, the enemy’s defensive shield powers down, which normally blocks the short route between the atrium and the enemies’ crystal chamber. I designed the door’s rippling effect to match the crystal-energy aesthetic of the game, and tweaked the opacity of the effect to make it clear that the wall was impassable, but without completely obscuring what is on the other side, effectively making it a window rather than just a door.
Glowing Gases
Each of the player weapons share a single pool of gaseous energy, which can be refilled at ammo stations. Both weapons and ammo stations feature gas canisters filled with glowing gas, white for the ammo stations (usable by anyone) and amber/cyan for player weapons, based on their team. The gas effect is not identical to the force field, but they do move at approximately the same speed, an intentional choice to have them feel more closely tied together with the “energy” theme.