Groovekeeper

In Spring 2026, I led development for Groovekeeper, a boss-battle rhythm game. I was the head programmer and was the technical artist for a lot of the shader effects found in the game.

Role

Technical Artist

Engine / Tool

Unity

Render Pipeline

Universal Render Pipeline

Timeline

3 months

Project Description

For Groovekeeper, I wanted to make the visuals really stand out for its hyperpop artstyle. For that, I added a lot of different visual effects using Unity's Shader Graph. I have screen transitions that provide a way to disguise the additive scene loading happening behind the scenes, while providing the players with a clean visual. A lot of menus have a scrolling pattern background to keep the menus feeling dynamic and pretty. To enhance gameplay, there are shaders on both meter's found in the main gameplay to indicate progress as well as a full canvas shader that activates whenever the player activates rush mode.


  • Visual UI Polish
  • URP Shader Graph
  • Particle System
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