Unity Tech Art & Visual Target

Gameplay Mockups & UI Design

3D Concept & Environment Design

2D Game Art & Illustartion

The project is a Visual Target for a turn-based roguelike where the combat system is based on a slot-machine mechanic. To avoid generic dark fantasy tropes, a surreal visual style was developed, built on a harsh dissonance of materials and shapes.Concept & Art DirectionCore Mechanic:
Combat is controlled by spinning a slot machine with weighted symbols (Sword, Shield, Heart, Coin, Fire, Skull), where combinations deal damage, provide block, or apply effects.
Setting:
The environment is designed as a rotting womb of flesh, framed by a massive guillotine.
Characters: The heroes are stylized as vintage articulated toys made of scratched plastic and tin, creating an eerie contrast with the organic background.Juice & Feedback:
An exaggerated blood system is implemented for physical impact, contrasting with bright, juicy UI elements for maximum readability.

Technical Pipeline & Integration3D & 2D (Maya, ZBrush, Photoshop):
Full cycle of game-ready asset creation—high-poly sculpting, retopology, UV mapping, and texturing. Custom rigging and manual frame-by-frame (stepped-motion) animation simulating puppet movements.
Tech Art (Unity Shader Graph):
Development of complex URP shaders: procedural blood splashes, refractive glass for flasks, and pulsating masks for interactive buttons. Particle system setup (smoke, sparks).
Cinematography (Unity Timeline):
Merging disjointed assets into a single working mechanism. Strict synchronization of reel spinning, symbols flying into wooden slots, visual triggers, and character damage reactions.
Scene Assembly:
Composition work, lighting setup (Rim Light to separate models from the background), and Post-Processing.
Sound Design:
Integration and timing of dozens of audio tracks emphasizing the material dissonance (squelching meat, clanking rusty guillotine, dull plastic thuds).

This project shows the ability to translate dry Game Design Document (GDD) specifications into polished, "pitch-ready" visuals, demonstrating a strong grasp of frame composition and UI/UX for top-down action games.The Brief (Pitch & GDD)
Visualize the gameplay for a top-down post-apocalyptic vehicular combat roguelike pitch.
Capture the atmosphere of a spiritual successor to Vangers (1998) in a grim, industrial setting strictly stripped of comedic relief.
UI/UX Development
Designed a combat HUD that clearly separates the three main survival metrics: vehicle Armor, pilot HP, and Energy.
Seamlessly integrated weapon/gadget slots and a collected "Junk" counter into the interface.
Created a utilitarian, rugged UI aesthetic that doesn't obstruct the player's view of the arena.
Mechanics Visualization (Fake Shots)Impact & Dynamics:
Illustrated moments of kinetic damage (ramming) and integrated floating combat text (Critical Hits, damage numbers) to convey the heavy weight of the machines.
Level Design as a Threat: Showcased the use of level geometry (craters, narrow passes, barricades) where the environment actively dictates combat tactics.Combat Readability:
Assembled a boss fight scene (Wasteland Behemoth), demonstrating the ability to balance object scale, VFX (fire, explosions, lasers), and UI so that the player can instantly read the battlefield.


Get in Touch!Katherine