Completed

Overboard

Chaotic 4v4 pirate party game where players cooperate to keep their ship afloat while sabotaging the enemy crew.

Overboard Game
Cannon gameplay with toon-shaded pirates
Stylized water shader in-game
Water voronoi pattern texture
Toon-shaded pirate characters
Stencil-based damage depth effect
Water shader graph in Unity

Water Shader Graph - Voronoi-based stylized water

Explosion VFX

VFX & Gameplay Effects

Role: Technical Artist / VFX Artist / UI Artist

Shader development, real-time VFX, UI design, and visual feedback systems for the stylized pirate aesthetic.

Overview

Overboard is a chaotic 4v4 pirate party game where players cooperate to keep their ship afloat while sabotaging the enemy crew. Players load cannons, repair damage, and sometimes "accidentally" push teammates overboard. Crews can also board enemy ships to disrupt their operations and create chaos. The gameplay emphasizes fast-paced teamwork, unpredictable interactions, and physical comedy.

Stylized Water Shader

To match the playful tone of the game, I created a toon-styled water shader inspired by The Legend of Zelda: Wind Waker using Unity's Shader Graph.

Scrolling Water Motion

The shader scrolls the water surface to create the illusion of ship movement. Exaggerated foam makes the motion clearly visible from the top-down camera angle. Vertex displacement adds subtle wave motion.

Designer-Exposed Parameters

All shader settings (water speed, foam intensity, colors) are exposed for designers to adjust without touching code.

Intersection Effects

I added intersection shading so that boats and objects visually interact with the water surface. This prevents objects from appearing to float unrealistically on top of the water.

Toon Shading

Tested multiple toon shader approaches and had the team vote on the final style.

Unlit with Shadows

The chosen unlit shader needed to cast shadows. Modified URP render passes to enable shadow casting on unlit materials.

Fallback System

Built a URP Lit version as a fallback for comparison and testing.

Procedural Animation Shaders

Flag Animation

Boat flags are animated using vertex displacement driven by sine wave functions. The shader performs simple real-time vertex deformation to simulate wind movement. This approach avoids skeletal animation and allows flags to animate entirely on the GPU.

Sail Simulation

Vertex animation shader to simulate boat sails reacting to wind forces.

  • • Vertex displacement driven by procedural animation
  • • Gradient texture controlling deformation strength
  • • Exposed parameters for designer adjustment
  • • Transparency for player visibility behind sails

Stencil-Based Rendering Effects

I implemented several stencil-based techniques to improve gameplay readability.

Player Visibility

A stencil pass ensures that players remain visible even when partially obstructed by objects on the ship.

Boat Damage Depth Effect

Stencil-based shader makes crack decals appear to have real depth into the hull - an alternative to procedural boat destruction. Required Z-buffer modifications and URP render order adjustments.

Visual Effects (VFX)

I created several gameplay effects using Unity's particle system.

Cannon Impact

Stylized explosion with hand-drawn 16-frame smoke animation

Muzzle Flash

Visual feedback for cannon firing events

Dash Effect

Motion-based particles for player dash actions

Interaction FX

Lightweight effects for gameplay interactions

UI Design

Hand-drawn UI matching the game's stylized aesthetic

All VFX and UI designed for clarity in chaotic 8-player gameplay.

Technical Highlights

1.Stylized toon water shader with scrolling motion, exaggerated foam, and intersection effects
2.Unlit toon shaders modified to cast shadows via URP render pass adjustments
3.GPU-driven vertex animation for flags and sails using sine wave displacement
4.Stencil-based damage depth effect as alternative to procedural destruction
5.Player visibility stencil pass for chaotic 8-player readability
6.Hand-drawn VFX and UI designed for clarity in fast-paced gameplay

Tools Used

Unity (URP)Shader GraphHLSLC#Unity Particle SystemBlenderSubstance Painter