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Underwater world

On the artistic side, I modeled a complete set of underwater assets including kelp, fish, coral formations, and whale bones, texturing all of them in Substance Painter. On the technical side in Unity, I sculpted a wavy terrain and set up a vertex-paint/height-blend style system that automatically fades between rock and sand textures based on the elevation. To populate the environment, I animated the fish flocks and programmed the kelp movement to simulate underwater physics. Finally, I coded a custom water-ripple shader, built a custom skybox, and heavily utilized Unity’s post-processing stack and distance-based fog to manage visibility, creating the deep blue hues and the realistic occlusion that blacks out the vision when objects are too far away.