As
Senior Technical Artist / FX artist I was responsible for:
- Tone driven ring-waves, Oscillator (3d sound wave tunnel), burning
amps FX and shader development
- Portal shader and FX that joines the players 'loft' and the 'concert'
via two render targets
- Technical design and direction or various systems like the lighting
state system, post effect system, etc
- Fixed issues the environment artists were having, general art
maintenance and pipeline workflow
Other artwork contributed by:
Amps and Gear created by JD Cragg and Michael Climer.
Background loft created by Marc Campbell and Steve Coyle.
Note-way (fret) and Strings created by Andy Littleton.
Shader that reads in some constants from the players behavior that combines two render targets via a 'portal'.

Input sound was converted into a series of constants that
drove the shader; Determining the look of the waves generated by the
amps.
- Frequency / tone was represented by the length of the wave. (
How many waves went around each ring. )
- Fuzz, distortion and other pedal effects were represented by the
line 'quality' of the wave, lerping between the R,G,B & A channels
of the 'ring' texture.
- Color represented the relative octave with lower octaves lerping
to 'cooler' values.
All shaders were hand coded in .hlsl with proprietary .nsl headers
defining different constants for each platform.
No node-graphs where harmed in the making of these shaders. :)
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Plasma effects bleed from the amps when the player is
doing well.
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1 min. video of the finished
product: