Technical Artist | Blindsight: War of the Wardens
A story-driven brawler that simulates the sensory experience of a blind martial artist, enhanced by a comic-style rendering system.
What I did — make combat states visible
As a technical artist, I built attack warnings, stun indicators, speech ripples, and ink-inspired attack trails. I iterated on shaders, textures, timing, and opacity with the team to support the game's grayscale, comic-inspired visual language.
What I think — visual style must carry gameplay information
An effect succeeds when the player understands the state change in time to act. I refined the unblockable-attack warning into two red pulses, and replaced a star-based stun effect with blurred ink-like trails. The goal was to retain recognizable signals while making them belong to this game's world.
Design process
Enhancing Enemy Attack Visibility Through Visual Effects
One of my first tasks was designing a distinct warning for unblockable (parry-impossible) enemy attacks. This required modifying the existing render pipeline while maintaining performance efficiency and visual clarity.
Inspired by Wo Long: Fallen Dynasty, I implemented a red glow effect that envelops enemies during powerful attacks, ensuring high contrast against the black-and-white environment. To avoid overwhelming the aesthetic, I refined it into a blinking red overlay, pulsing twice in a breathing rhythm when the attack is initiated. This provided an intuitive, non-intrusive warning, improving combat readability without cluttering the visual design.


Refining Stun Effects for Combat Readability
After finalizing attack warnings, I focused on stun indicators, speech visualization, and attack trails. Initially, I referenced Batman: Arkham Knight, where stunned enemies have rotating stacked stars. However, during playtesting, I found this didn't align with Blindsight’s Hong Kong comic-inspired visual language.
To ensure stylistic cohesion, I redesigned the effect using motion-blurred, ink-like trails, preserving the clarity of stun indicators while seamlessly integrating with the game’s comic-inspired aesthetics.
Key Takeaway: Stylization must serve both artistic consistency and gameplay function.


Visualizing Speech for a Blind Protagonist
Since the protagonist relies on echolocation, NPC speech couldn't be conveyed through traditional lip-syncing due to the grayscale rendering. A distinct speech detection effect was necessary.

I introduced a ripple-based visual cue, inspired by sound wave patterns, to simulate echolocation feedback. After testing multiple opacity levels and animation speeds, we refined a semi-transparent ripple effect that effectively signals dialogue without obstructing gameplay. Player feedback confirmed immediate intuitiveness, reinforcing Blindsight’s unique sensory-driven experience.
Key Takeaway: Clear communication of non-traditional perception mechanics enhances player immersion.

Designing Martial Arts Attack Trails with Ink-Inspired Motion
For attack trails, my goal was to create fluid, dynamic motion effects that complement the game’s ink-brush aesthetic while remaining functional in fast-paced combat.

Inspired by Naruto Shippuden: Ultimate Ninja Storm 4, particularly Sai’s ink-based jutsu, I designed trails with a white core, black outlines, and flowing motion lines. This high-contrast style preserved the bold ink painting aesthetic, ensuring attacks felt both visually striking and mechanically clear. After refining thickness, fade speed, and persistence, the final effect seamlessly blended into Blindsight’s combat system.
Key Takeaway: Striking a balance between visual impact and mechanical clarity is crucial in action game VFX.

Conclusion
My work on Blindsight: War of the Wardens reinforced my ability to merge artistic vision with technical execution. From combat readability enhancements to speech-driven perception mechanics, every effect was designed to serve both gameplay function and artistic cohesion.
This experience sharpened my skills in shader-based VFX, cross-team collaboration, and player-focused iteration, allowing me to create immersive, visually intuitive game experiences that enhance both style and usability.
