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Mafia

Mafia Game – Technical Art & Environment Art
This project was an exciting opportunity to combine technical problem-solving with creative world-building on a stylized Mafia-themed game. I contributed across multiple disciplines, supporting both visual quality and in-game performance.

My Responsibilities
Mafia Game – Environment & Technical Art Contributions
Environment Setup: Designed and assembled the full in-game environment, ensuring visual clarity, composition, and mood matched the game’s style.

Character Layout & Staging: Placed and positioned all six characters in the scene so each one is clearly visible and readable from the camera’s perspective (hero composition, silhouette clarity, spacing).

Lighting Variations: Developed multiple lighting setups for characters—including dramatic mood lighting, rim lights, and ambient variations—to test visual tone and presentation quality.

VFX Creation: Built gameplay and cinematic particle effects tailored for the mafia theme (smoke, sparks, ambient dust, etc.).

Hologram Shader (Shader Graph): Created a custom hologram shader using Shader Graph, including features like scrolling noise, scanlines, emissive glow, and transparency effects.
Designed and assembled game environments with strong composition and clear gameplay readability. Created layouts that guide player flow while maintaining cinematic framing.
Character Placement & Screen Composition
Carefully positioned characters and props so all key elements sit naturally within the camera view, ensuring balanced composition during gameplay and cutscenes.
Lighting & Mood Variations
Developed multiple lighting setups to support different emotional tones — from dramatic noir scenes to vibrant gameplay moments — while keeping performance optimized.
VFX Creation
Designed and implemented real-time visual effects to enhance atmosphere and gameplay feedback using Unity’s VFX tools.
Shader Graph Development
Built custom shaders for environment assets and special effects, focusing on stylization, material response, and optimization for real-time performance.

Tools Used

Unity (Lighting, Shader Graph, VFX Graph)

Level Design & Environment Asset Assembly

Real-time Optimization Workflows