Zip up your submissions with your NYU id as the file name (e.g. rn47.zip) and upload them to this google drive folder by next class. Do not include the Library, Temp or Logs folders from your Unity projects or your zip file will be gigantic! Include only the following files and folders in your submission (your .sln file will be named differently):

Remember that your best efforts and attempts are what counts the most! We will discuss this on Monday.

"Just be Nintendo"

Continuing the trend of recreating visual effects from the most accomplished game studio of all time, this week we're going to recreate the teleportation animation from Breath of the Wild! Feel free to reinterpret aspects of the effect but try and get as close as you can.

  1. Use whatever mesh you want -- either the Mario head from last week or the Vaporwave bust we've used are great, or find and use your own mesh.
  2. Break down the effect into its separate parts and approach them individually
    1. Starts with a simple fade from normal texture -> teleportation texture
    2. Mesh floats a bit + animates
    3. Particle system of trails starts
    4. Teleportation texture dissolves to transparent using an intricate pattern
  3. Think about how you're exposing the effect to the rest of the system. Try and have a single component with a simple set of properties that controls the effect.
  4. HINT: the particle system should be a VFX Graph and the teleportation texture should be a Shader Graph shader. You might need a second Shader Graph for the trails as well -- it depend on how you approach it!

I'm going to ask you to make a Unity project from scratch again.