/ Independent Project — Spring 2026 — Draft

Technical Art &
Pipeline Package

Role Technical Art Consultant
Project FrostBound
Engine Unity 6
Duration 15 Weeks

Services provided across the semester

A record of every technical art contribution delivered to the FrostBound team over the Spring 2026 semester, including asset creation, pipeline work, profiling, and documentation.

# Date Contribution Notes
1 Nov 2025 Fog VFX (interior + exterior) Created particle-based fog effect with two prefab variants (VFX_Fog for interior, VFX_EnviroFog for exterior). Includes three custom cloud puff textures.
2 Nov 2025 Slow snowfall VFX Simple falling snow particle effect. Functional but missing custom particle texture and shader — uses default materials.
3 Mar 2026 Swirling snow VFX Swirling snow particle variant. Same status as slow snow — functional with default materials, needs custom texture pass.
4 Mar 2026 Main title screen system Full menu package: image fader prefab with ink-bleed shader, title logo textures, rotating snowflake accents, submenu buttons. Includes SH_ImageTitle_FX shader, ImageTitleFX.cs controller, ImageAnimator.cs, and custom material.
5 Mar 2026 Scanner overlay VFX (Examinator 3000) Multi-layered transparent shader effect with scan line, CRT grid, edge glow, interference band, and static noise — driven by a decoupled C# state machine via MaterialPropertyBlock.
6 Apr 2026 PSX pixelation render texture system RenderTexture-based pixelation with configurable resolution options (320×180 to 960×540). Includes raycasting fix for UI interaction under the modified viewport.
7 Spring 2026 Pipeline checklist (v0.1 → v1.0) Created and iterated a pipeline standards document covering naming conventions, folder structure, import settings, material rules, and prefab setup.
8 Spring 2026 Profiling baseline + optimization pass Captured CPU/GPU frame time, draw call, and overdraw baselines. Enabled static batching (42% batch reduction), reduced shadow casters, and tuned fog particle count.
9 Spring 2026 Case Study #1: Scanner Overlay VFX Portfolio-ready writeup documenting the problem, architectural approach (decoupled shader + controller), implementation, and outcome.
10 Spring 2026 Case Study #2: PSX Pixelation Render Texture Portfolio-ready writeup documenting the render texture approach, Point-filtered upscale, raycasting side effect and fix, and outcome.

Shaders, VFX, scripts & templates delivered

Every asset delivered to the FrostBound project, organized by package. Each package is a self-contained deliverable — the prefab or system a team member drags into their scene — with all its dependencies listed.

VFX_Snow_Slow P-001
Simple snowfall effect. Missing custom particle texture and shader — functional for basic needs.
VFX_Snow_Slow.prefab VFX Main prefab
VFX_Snow_Swirl P-002
Swirling snow variant. Same status as P-001 — functional with default materials.
VFX_Snow_Swirl.prefab VFX Main prefab
Main Title Screen P-003
Main menu image fader with submenu buttons and rotating snowflakes. Not all submenu buttons are currently functional.
_TitleImg.prefab Prefab Main title prefab — image-based logo, no longer using TMPro
SH_ImageTitle_FX.shader Shader Ink-bleed fade/reveal shader. Missing frost crack mask.
ImageTitleFX.cs Script Controls fade/bleed, shimmer, and reveal timing
ImageAnimator.cs Script Controls image rotation and speed
M_TitleFX.mat Material Material instance using SH_ImageTitle_FX
FrostboundLogo_Text_Outline.png Texture White text with black outline logo
FrostboundLogo_Snowflake.png Texture Snowflake accent image for title and elsewhere
VFX_ScanEffect (Examinator 3000) P-004
Scanner overlay effect — multi-layered transparent shader driven by a decoupled C# state machine.
VFX_ScanEffect.prefab VFX Parent prefab for scan effect
SG_ScanEffect.shadergraph Shader Graph Scan line, CRT grid, edge glow, interference, static noise layers
ScannerScanEffect.cs Script State machine controller via MaterialPropertyBlock
VFX_Fog P-005
Particle-based fog for interior and exterior environments.
VFX_Fog.prefab VFX Interior fog prefab
VFX_EnviroFog.prefab VFX Exterior fog variant
cloudpuff_1.png Texture Particle texture (naming non-compliant)
cloudpuff_2.png Texture Particle texture (naming non-compliant)
cloudpuff_3.png Texture Particle texture (naming non-compliant)
Pixel Render Effect P-006
PSX-style pixelation via RenderTexture with configurable resolution options (320×180 to 960×540).
PixelatedRenderScaler.cs Script Renders to low-res RenderTexture, blits fullscreen with Point filtering

Technical breakdowns

Two in-depth case studies documenting solved technical art problems — from problem identification through architecture, implementation, and outcome.

How to find and use this work

All assets delivered during this project are located in the FrostBound Unity repository under their respective folders (Assets/VFX/, Assets/UI/Menus/, Assets/Oliver/Scripts/). Each package is a self-contained prefab or script that can be dragged into a scene and used immediately. Material properties are exposed in the Inspector for designer tuning without code changes. The pipeline checklist document covers naming conventions, folder structure, and import settings — a peer starting fresh would use the checklist as their reference, find the relevant prefab or script in the repository by package name, and follow the notes in the Integration Log for any known issues or incomplete items.