A toxic-themed shooter where floating text bubbles of insults act as your weapons, swelling the enemies’ heads on impact.
I handled the full character pipeline and engine implementation: design, 3D modeling, rigging, animation, and texturing.
The goal was to deliver visually striking characters at the absolute minimum vertex count for smooth web browser performance. I wrote a custom Unity shader that animated facial expressions through textures triggered by in-game events, and used state machines and particle systems driven by Animation Events to shift character hues and scales, building a diverse yet fully optimized crowd.







