/ Contribution Log
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. |
/ Asset Library
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.
/ Case Studies
Technical breakdowns
Two in-depth case studies documenting solved technical art problems — from problem identification through architecture, implementation, and outcome.
Case Study #1
Scanner Overlay VFX
A multi-layered transparent shader effect with a decoupled C# controller, built for the Examinator 3000 scanner prop.
View breakdown →
Case Study #2
PSX Pixelation Render Texture
A RenderTexture-based pixelation system with configurable resolution options and a raycasting fix for UI interaction.
View breakdown →
/ Reproducibility
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.