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POCKET SPACE (2022-2023) Tech Art

Pocket Space is a mobile idle game about space exploration with single-player, PvP, and co-op modes. As the Senior Technical Artist, I guided the game’s art style and visual direction, developed custom shaders and tools for procedural planet expansion, optimized rendering pipelines for mobile devices, and acted as the main bridge between art, design, and engineering teams. My focus was on empowering the team with flexible workflows while ensuring high performance and a consistent visual identity across all environments.

A huge shout-out to the entire Pocket Space team — it was an inspiring collaboration and a truly joyful, growing experience working together on this project!

3D models:
https://www.artstation.com/artwork/GvGXmB
Art Direction:
https://www.artstation.com/salater_vi
https://www.behance.net/Wshrekmfa4b

Game Design
https://www.linkedin.com/in/vitaliy-yasyunas-b36687198
https://www.linkedin.com/in/alex-krupski-83717b152
and many others!

A mashup of shaders and visual effects I created for the Pocket Space game.

A high-performance mobile shader, designed to simulate the planet's atmosphere and surrounding space with dynamic changes in time of day.

The atmosphere shader provides artists with flexible controls to easily configure the planet's fog and horizon colors.

GPU-Instanced Color Shader System:
- Eliminates textures, drastically cutting memory bandwidth.
- Gives artists instant, unlimited color control for any object.
- Maximizes performance via GPU instancing, rendering all object copies in one draw call.

A Shrinking Ring of Fire VFX system is a high-performance blend of particle systems, scripts, and shaders to drive a gameplay feature.

A high-performance mobile water shader with a fake refraction effect.

A culling system that distributes visibility checks across multiple frames to fix severe triangle overdraw in the game. This temporal load balancing maintained a smooth framerate on low-end devices, even in complex scenes.