I have been working as a Game Artist on the Sisal Fun Club (SFC) project for the past three years. This post focuses on the Premium Card workflow I developed for the game.
The process began with designing the vector illustrations for the cards, followed by a custom Foil VFX implemented in Unity. To achieve a constantly shifting, crystallized animation while the cards remain static, I built a comprehensive node-based shader system. My objective was to create a high-depth, performance-optimized visual structure specifically for rare card assets.
Based on my own vector designs, I developed distinct foil versions for each of the four color variations in the game. The shader was built to be modular, ensuring visual consistency and seamless adaptation across different color palettes.
The system as it appears in the live game environment. This capture demonstrates the final look of the shader within the UI and the added layer of polish it brings to the overall game aesthetic.