Game Development
Creating VR Game Galactic Combat
Project Overview
Galactic Combat was my first VR project. It was an exciting step into immersive design, where I got to tackle new challenges in VR-specific interactions and creating engaging visuals
I was able to build on my existing skills in VFX, texturing, and technical art while learning how to make effects feel natural and responsive in virtual reality.
Core Gameplay
Galactic Combat is a roguelite space shooter where players complete increasingly difficult missions until their inevitable defeat.
Each successful mission grants powerful temporary buffs and beneficial items that last for the current run only. As players progress, difficulty ramps up with tougher enemies, new enemy types, and challenging bosses.
Upon death, players retain only the currency earned during the run, which can be spent on permanent ship upgrades to grow stronger for future attempts.
the process/behind the scenes
Technical Art
I was responsible for the technical art on Galactic Combat, creating all UI particle effects and building the texture materials across the game. This included designing responsive particle systems for the turntable frequency scanner, enemy lock-on visuals, and various gameplay effects, as well as developing the boss particle systems with projectile effects to make the boss fights more intense and impactful.
Game Mechanic Frequency Scanner
Players control a turntable scratch disks that can be spun to match real-time frequency waves displayed on screen. Successfully syncing the disks grants the ability to lock onto nearby enemies, reveal hidden objectives, and display detailed enemy information such as weak points.
Overcoming hurdles
This was the first project my team and I worked on together. One of the biggest challenges we faced was scope creep. To keep the project on track, we stayed focused on our core vision and agreed on a clear direction early.
We settled on a retro art style inspired by the 1980s, paired with chaotic two-player co-op gameplay. One player manages ship repairs and tactical systems while the other focuses on shooting and maneuvering through intense enemy fire. This clear division of roles helped us maintain scope and deliver a fun, focused experience.