Photonics
2024 | Unity | Art / UI / Animation
Convergence began as a small particle simulation that evolved into a planetary game focused on velocity and mass. As Lead Artist, I designed the UI, sprites, and VFX to reinforce the feeling of immensity—growing from a tiny particle to a massive planetary body—using camera scaling, sprite transitions, and a 12-stage sprite sheet that formed a dynamic, ever-changing visual experience.
<!--
See https://www.debugbear.com/blog/responsive-images#w-descriptors-and-the-sizes-attribute and
https://developer.mozilla.org/en-US/docs/Learn/HTML/Multimedia_and_embedding/Responsive_images for info on defining 'sizes' for responsive images
-->
<source
class="responsive-img-srcset"
srcset="/assets/img/convergence_assets/Mockup_240428_02-480.webp 480w,/assets/img/convergence_assets/Mockup_240428_02-800.webp 800w,/assets/img/convergence_assets/Mockup_240428_02-1400.webp 1400w,"
sizes="95vw"
type="image/webp"
>
<img
src="/assets/img/convergence_assets/Mockup_240428_02.png"
class="img-fluid rounded z-depth-1"
width="100%"
height="auto"
loading="eager"
onerror="this.onerror=null; $('.responsive-img-srcset').remove();"
>
</picture>
</figure> </swiper-slide>


</swiper-container>
Establishing Style
Now having a general idea of what the game was going to look like, I then began to explore sprite variations to portray a style that was both simplistic, yet captured the beauty of monumental detail at a distance.



Production
Implementing Sprites, VFX, and Sound Effects
Once all assets were concepted, iterated, and finalized we began to implement the various atmospheric fog, danger indicator, and UI systems we had laid out in our design document. At this point of implementation I took the liberty to develop the sound effects for planet collisions, abilities, and UI interaction. Working in Audacity and pulling references from various sites, all of the sound effects you hear in the game were actually developed over the final week of development.
Playtesting
Taking the opportunity to playtest our game at bi-weekly playtest sessions held by our school's Video Game Development Club, our team regularly tested for bugs, UI flow, and visual indicators to refine our systems throughout development.
Polish
Over the last week of development, we began doing passovers on all assets, sfx, UIs, and a 24 hour marathon of debugging and tweaks. These screenshots are some samples of the final product.






Shipping
Convention Booth
</details> –>