Syrenna's Forest

Action RPG with Advanced VFX Systems

A comprehensive Unity 6 project showcasing advanced gameplay mechanics, VFX systems, and enemy AI.

2025 Unity 6

Repository is private — actively in development

TECHNOLOGY_STACK.EXE

Unity 6
C# Scripting
DOTween
Shader Graph
VFX Graph
Particle Systems
HLSL shader code

FEATURES_SHOWCASE.EXE

Enemy Time Dilation System

Enemy Time Dilation System

Advanced time manipulation mechanic affecting enemy movement and projectile speeds

This ability dynamically slows the movement and attack speed of all enemies within a specified radius, creating a tactical advantage for the player. Utilizing smooth transitions powered by DOTween, the effect unfolds visually, enhancing immersion as time appears to stretch around affected foes.

Unity 6 C# Scripting DOTween Gameplay Programming
Time Slow Full Showcase

Time Slow Full Showcase

Complete walkthrough of time manipulation ability with code demonstration

In-depth showcase of implementing a time-slow ability with UI feedback. It also demonstrates the integration of the Shuriken Particle system with the ability and includes an audio cue.

Unity 6 C# Scripting DOTween Interface Design Game Mechanics
Disintegration & Death Animation System

Disintegration & Death Animation System

Complex death animations with dissolve shaders and particle effects

Materials for custom disintegration effects using noise-based techniques create visually compelling dissolve processes. By utilizing intricate noise patterns, these materials allow for customizable animations that enhance the visual narrative. Integrates Particle Effects to further enhance the overall effect.

Unity 6 Shader Graph DOTween C# Animation Particle Systems
Blood VFX Shaders & Particle Effects

Blood VFX Shaders & Particle Effects

Advanced blood shader system with HLSL texture generation

Custom HLSL shaders designed for realistic blood effects, featuring dynamic texture generation that adapts in real-time for enhanced visual fidelity and immersion.

Unity 6 HLSL Shaders Particle Systems Texture Generation C#
Spirit Death VFX & Animation System

Spirit Death VFX & Animation System

Complex spirit death animations with DOTween integration

Orbital spiral phases, with their graceful movements, create a captivating visual symphony in the cosmos. The essence spirit implosion, marked by the dramatic collapse of ethereal energies, evokes a sense of mystery. Finally, enchanting after-image particle trails shimmer and linger, painting a stunning tableau of color and light that captures fleeting moments of energy dispersal.

Unity 6 DOTween C# Animation Particle Systems
Enemy Death VFX Showcase

Enemy Death VFX Showcase

Death effects with magic portals and implosions

The mesmerizing portal sucking effect creates a captivating visual that draws everything towards a central void, reminiscent of a black hole's gravitational pull.

Unity 6 VFX Graph Particle Systems
Grass Blade Salvo Ultimate

Grass Blade Salvo Ultimate

High-speed grass blade particle salvo

Introducing dynamic projectiles crafted from grass blades, expertly designed to launch rapidly and scatter unpredictably, ensuring maximum effectiveness in any situation.

Unity 6 Particle Systems C#
Poison Puddle Showcase

Poison Puddle Showcase

Animated poison puddle VFX with ripple and dissolve

Dynamic puddles create a mesmerizing display as ripples gracefully spread and intertwine, forming an enchanting ballet of liquid motion.

Unity 6 Shader Graph Particle Systems Game Features
Syrenna's Forrest Snow Print System Work

Syrenna's Forrest Snow Print System Work

Implementation of snow print particles and visual effects

Detailed breakdown of snow print particle system implementation and shader work. Creates footprints and environmental particles as characters move through snowy terrain.

Unity 6 Particle Systems VFX C# Scripting Shader Graph
Sunflower Seed Machine Gun Attack Showcase

Sunflower Seed Machine Gun Attack Showcase

High-intensity projectile attack system featuring rapid-fire mechanics

Showcase of advanced projectile spawning and rapid-fire attack mechanics. Demonstrates enemy attack patterns with precision timing and visual feedback.

Unity 6 Gameplay Programming C# Scripting VFX Particle Systems
Updated Ultimate Showcase

Updated Ultimate Showcase

Complete demonstration of ultimate ability system and visual effects

In-depth showcase of ultimate ability implementation with full visual effects pipeline. Features enhanced mechanics and particle system integration.

Unity 6 Game Mechanics VFX C# Scripting Particle Systems
Snow Rain and Firefly Code Rework Showcase

Snow Rain and Firefly Code Rework Showcase

Refactored weather effects system with improved code architecture

Complete rework of snow, rain, and firefly particle systems with optimized code structure. Demonstrates environmental VFX integration and performance optimization.

Unity 6 C# Scripting Particle Systems Code Refactoring VFX Graph
Quadtree Update to the SL System

Quadtree Update to the SL System

Spatial partitioning optimization using quadtree data structure

Implementation of quadtree-based spatial partitioning for improved performance in the spatial logic system. Critical optimization for managing large numbers of entities.

Unity 6 C# Scripting Performance Optimization Data Structures Gameplay Programming
Tint System Showcase

Tint System Showcase

Dynamic color tinting system for visual effects and game mechanics

Comprehensive demonstration of the tint system with shader integration and gameplay applications. Used for visual feedback and status effects.

Unity 6 Shader Code VFX C# Scripting Game Features

ABOUT Syrenna's Forest

The Concept

A survival roguelite ecosystem simulation where you embody Syrenna, a nature spirit awakening on a forgotten island. Over 100 years of desolation have left the land barren and cold, but through your influence, the forest can bloom again. Nurture the land by day, defend it by night, and watch your choices shape a living, breathing world.

Core Pillars

  • Serenity & Beauty: Watercolor aesthetic meets dynamic landscapes
  • Light & Darkness: Peaceful days vs. intense nightly survival
  • Emergence & Simplicity: Complex systems from elegant rules
  • Essence is Life: Resource economy that fuels growth
  • The Forgotten World: Uncover mysteries of a lost civilization

The Gameplay Loop

🌞

Day: Nurture plants, collect Essence, watch your forest grow

🌙

Night: Face Voidlings, protect what you've built, survive

Repeat: Unlock new powers, expand your forest, conquer new areas

Key Features

🌱 Dynamic Ecosystem: Plants, animals, and spirits grow, interact, and create emergent gameplay
🔥 Five Unique Powers: Dash, Zoom, Blast, Speed Time, Bloom Aura—each crucial for survival
🎨 Player-Created Beauty: Every playthrough generates a unique watercolor landscape
📖 Layered Narrative: Uncover lore and memories of the island's forgotten past

Inspiration

Syrenna's Forest draws inspiration from beloved roguelites like Terraria, Rimworld, Don't Starve, and Dome Keeper—blending emergent gameplay with resource management in a relaxing, aesthetically-driven sandbox.

Target Audience: Ages 14-40 | E10+ Rating

Technical Foundation

Engine: Unity (C#)
Graphics: 2.5D Top-Down with Watercolor/Hand-Drawn Art
Core Systems: Hexagonal tile-based world, temperature dynamics, day/night cycle
Gameplay: Essence economy, upgrade trees, roguelite progression
"A screenshot of gameplay anywhere could be a background image."
— Design Philosophy

MY Role & Contributions

VFX & Particle Systems

Designed and implemented comprehensive visual effects systems that bring Syrenna's Forest to life. Created dynamic particle effects for environmental interactions, ability feedback, and enemy encounters. Optimized particle performance across diverse gameplay scenarios while maintaining visual fidelity.

  • Environmental particle effects and atmospheric elements
  • Ability impact feedback and visual indicators
  • Enemy death and damage visualization systems
  • Performance optimization and LOD implementation

Shaders & Materials

Developed custom shader systems using Unity's Shader Graph and HLSL. Created versatile material systems for environmental elements, character rendering, and special effects.

  • Watercolor-inspired visual shaders and post-processing
  • Custom material systems for dynamic environments
  • Dissolve and transition effects for gameplay moments
  • Environmental shader effects (foliage, water, atmospheric)

Systems & Mechanics

Contributed to core gameplay systems implementation, designing and building mechanics that support the emergent gameplay loop. Focused on creating systems that feel responsive and integrate seamlessly with the broader game architecture.

  • Ability feedback and interaction systems
  • Environmental mechanic implementation
  • Feedback loops and player response systems
  • Integration of mechanics with VFX and audio layers

Ability & Game Design

Participated in ability design and balancing, ensuring mechanics felt impactful and aligned with the game's moment-to-moment gameplay. Contributed to gameplay design decisions, system interactions, and overall player experience tuning.

  • Ability balance and feel iteration
  • Gameplay loop refinement and pacing
  • Player feedback and response design
  • System interaction and emergent gameplay support

Impact & Outcome

I contributed to the creation of a cohesive gameplay experience through VFX, shader work, system implementation, and design. By integrating polished particle effects, custom shaders, and responsive feedback systems, we developed a game that offers both visual beauty and mechanical depth, making it engaging and responsive at every interaction point.

RESEARCH VFX Architecture Study

Overview

This research examined the strengths of two visual effects systems in Unity 6: the GPU-accelerated VFX Graph and the CPU-based Shuriken Particle System (Unity Technologies, 2024). The study aimed to improve performance by assigning specific roles to each system. The VFX Graph is best suited for complex, high-density simulations. In contrast, the Shuriken system is better for simpler gameplay effects (Unity Technologies, 2025). It is also used for dynamic effects that require C# control, as it is easier to manage with code than the VFX Graph (Unity Technologies, 2024).

VFX Graph for Complex Simulations

The GPU-based VFX graph was far superior in handling the intricate effects of the Spirit and Enemy Death VFXs. (Unity Technologies, 2024; Moran, 2025). [RK12] [RK13] [DG14] Handles Tens of thousands of Particles in dense effects with ease and perfect performance (Unity Technologies, 2024).

GPU-Accelerated High-Density Complex Effects

Shuriken for Gameplay Logic

Despite being a Legacy system, Shuriken remains optimal for gameplay feedback and complex code integration, as it has an extremely easy-to-use and robust code library (Unity Technologies, 2025). This makes it much easier to use for particle-dense effects, even though performance can take a hit (Unity Technologies, 2025).

Code Integration Gameplay Feedback Dynamic Control

Unified Visual Language

Custom Shaders can be easily integrated into either particle system, which helps to keep the overall visual language unified (Unity Technologies, 2024; Unity Technologies, 2025).

Shader Graph Custom HLSL Visual Cohesion

Application

Implemented into Syrenna’s Forrest to help create and amplify the visual experience of the game (Syrenna’s Forest Development Team, n.d; Moran, 2025). Each effect leveraged the different systems to ensure it represents what we want to show and maintains stable performance.

References

  • Unity Technologies. (2024). Advanced particle systems: VFX Graph vs Shuriken. Unity Documentation.
  • Unity Technologies. (2025). Particle system optimization and performance. Unity Technologies.
  • Moran, [Author]. (2025). VFX architecture in modern game development.
  • Syrenna's Forest Development Team. (n.d.). Visual effects implementation documentation.