SULLY 💣 Wishlist BOMBSHELL BLITZ
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artofsully.bsky.social
SULLY 💣 Wishlist BOMBSHELL BLITZ
@artofsully.bsky.social
🇦🇺🇸🇪 Solo Game Dev + Guitarist!
💼 Senior Tech Artist @ Mojang
💣 BOMBSHELL BLITZ: https://store.steampowered.com/app/3445610/

linktr.ee/artofsully
hehe comfy pentagram hoodie ⛤
October 9, 2025 at 7:05 PM
life has been good recently 😌
I also took a break from work to visit Switzerland over the weekend and man what a gorgeous place 🇨🇭🏔️
October 1, 2025 at 9:41 PM
some wip UI work for blitz! Each level is pre-designed but given to you in a random order every run with a random positive/negative modifier applied to it, making the experience and challenge different each time!
#bombshellblitz #gamedev #indiedev
September 8, 2025 at 4:29 PM
trying out a new thall amp sim which obviously meant i had to chug out some doom eternal OST 🤘🔥
#DOOM #guitarcover #ギター弾いてみた
September 2, 2025 at 6:19 PM
it's fun coming up with enemies that dont explicitly attack you, but pose a challenge in other ways. these dudes are real annoying when combined with other tanks >:D
#bombshellblitz #gamedev #madewithunity
August 26, 2025 at 7:35 PM
i dont really have a good idea of how Shorts typically perform on YT but this one got over 1k views after just posting it yesterday :O

could be cool to convert some of my 16:9 videos to vertical format!
July 25, 2025 at 7:42 PM
noodling on a melody that's been stuck in my head
July 24, 2025 at 5:45 PM
back to working on Blitz today!
the lil bombshells need attention 😤
July 10, 2025 at 10:32 AM
and there you have it! very customisable, the approach can work across any model with minor (and a potentially automated) mesh setup, and the only logic needed is to spawn a particle at the hit position!
5/5
July 9, 2025 at 2:02 PM
i thought for a while what the most efficient way to get radial ripples from hits on the shields would be. To avoid needing to pass excessive data every frame to the shields for hit positions, I just used a very shallow inverse depth test on a scaled sphere particle!
4/5
July 9, 2025 at 2:02 PM
hit vfx is comprised of some super basic burst emitter particles. flipbook lightning, directional flares etc. - but there's some fancy stuff for the radial pulse/hexagons in the next vid! Most of these can use alpha clip too to cut down on overdraw
3/5
July 9, 2025 at 2:02 PM
90% of the shield visuals are just driven by basic ol' fresnel plugged into the opacity output! change up the colours, pattern texture, make it wobble however you want and away you go. You could get away with alpha clip transparency for a cheaper version of the shader too
2/5
July 9, 2025 at 2:02 PM
🧵 breakdown thread of the Halo energy shield vfx!

(there's a couple approaches you could take for this, and a lot of optimisations possible for each part, so take this more as a general 'approach' than a specific step-by-step!)

1/5
July 9, 2025 at 2:02 PM
gonna do a breakdown tomorrow (u get 10 cookies🍪 if you guess how i did the ripple effect), but in the meantime pls appreciate how close i got the lighting + material style to Infinite :D
July 8, 2025 at 7:51 PM
this is 6 years old holy haha 💀— never forgetti 🫡💖
July 8, 2025 at 6:19 PM
now that @halo.gg is being made in Unreal Engine, it seemed fun to reimagine what Spartan energy shields could look like with a fresh coat of paint — here's my take on some flashy shaders+vfx in engine! ⚡
#vfx #unreal #gamedev #halo
July 8, 2025 at 6:04 PM
very nice GI outside today ☀️
July 4, 2025 at 8:29 PM
July 3, 2025 at 10:00 PM
it's a small detail but Blitz academy is
👏wheelchair accessible👏

(one of our tba bombshells may appreciate this 👀)
July 2, 2025 at 2:43 PM
getting something of a title screen together! :D
#bombshellblitz #madewithunity #gamedev
July 1, 2025 at 8:05 PM
to SOME degree I think? I haven't deep dived into testing it to know for sure just yet, but there's definitely some toggle between whether the click registers on the surface or on the ground behind it. It doesn't feel like it's *fully* disabling the whole collider if it's being masked though
June 30, 2025 at 9:16 PM
🔎 here's a general breakdown of how it works!

notes:
- run spherecast on delay to save perf
- only tick logic is FInterp of 'AvatarPos'/'CutoutTransition' values
- separate ground from walls so you don't fade out stuff characters walk on
- use 'ShadowPassSwitch' to keep shadows from faded geo
June 30, 2025 at 8:22 PM
here's some more raw 'gameplay' footage too! while it's hardly the star of the show, it was fun setting up the camera pan/pitch/zoom controls too!
June 30, 2025 at 4:04 PM
okay here it is all wrapped up — my recreation of Baldur's Gate III's occlusion cutout effect in Unreal! i learned a LOT from this experiment over the past couple days, and will share some breakdown bits in the 🧵 shortly!
#gamedev #shaders #unrealengine
June 30, 2025 at 4:04 PM
CHAT WE ARE COOKIN
June 27, 2025 at 11:38 PM