UI Progress Bar

    Unity 6
    Web Assembly

    Be sure to go fullscreen for best experience. Please note: fullscreen and rotation API depends on your browser and device, so it might not be available (or buggy).

    This is a custom UI MaskedGraphic component, that I made based on SDF shape generation and UI Slider under the hood.Parameters like outline, smoothness and rounded corners give it a lot of flexibility without the need of new 9-sliced images. After initial start, the progress bar will change to worldspace gradient (to showcase a scrolling animation). Feel free to change it back to vertical/horizontal.Used in several projects to display progress of various in-game events.Surprisingly (actually not Pepe Laugh) it can also be used to generate soft shadows or glows behind 2D objects.

      Text Reveal Sound System

      Unity 6
      Web Assembly

      Made with FMOD 2.03 for Unity.

      Here's my recreation of the sound system used inUndertale (a beautiful story-rich RPG, please get a copy if you still haven't played it, you won't regret it!).I used FMOD Studio and runtime package (v2.03) to create a system, that plays one-shot sounds in sync with text reveal. This system manipulates pitch, is mindful of punctuation, adds text effects to emphasize character voices and uses scriptable objects to store phrases configuration.Some custom controls: ^ symbol for a new line, / for a pause. Punctuation triggers a pause as well! Example phrase: I/AM/^INVINCIBLE. Dice button generates a random phrase.So actually Pepe Nerd instead of a regular TextMeshPro maxVisibleCharacters approach (to reveal text), I wanted to change every character's vertex alpha, which turned out to work better with vertex jitter effect.

      Rive Showcase

      Rive

      This Rive artboard uses some advanced features like vector feathering and nested artboards. As these are not widely supported on web yet, performance on mobile devices may be worse.

      This is a preview of a power-up I created for a word game calledCryptogram in Rive - fully prototyped by me with only having static art mockups of the feature. How does it work in-game? It uncovers letters you partially guessed and let's you finish the level quickly. The rainbow trail idea came to me when exploring Rive vector feathering and fill gradients. I quite like how the trail blends the colours together and the psychedelic effect it creates Hypno Pepe
      © Taras Shmilyk 2025