The first image is the result of a 5-hour experimentation session in which I tried to make a dissolve shader from scratch to brush up on my math skills. In the second image I got the basics of the edge dissolving part done. After that, I tried multiple methods of getting a pattern at the dissolving area, and ended up sampling a texture's alpha value. The rest of the time was spent making a texture for the dissolve pattern I liked and adding particles that follow the pattern by sampling a material property of the shader.

This is a project I am currently working on to expand my technical-art skillset. The second image shows how I started with learning how to do reflections. I experimented with realtime camera reflections, but soon figured out that would not be viable due to how cameras work. I then moved to image-based lighting with a forced mip-level of 0 on the reflection cubemap, which can be seen in the third image. I also made a custom cloud shader to figure out how that was done, and continued on with a metal shader for a building. To do this, I made a custom texture, forced the mip-level to 3 to blur the reflection cubemap, and added diffuse lighting to both the water and metal shader to actually make it IBL. Everything in this scene except for the reflection texture was made by me in Unity3D.

A three day applied game jam I participated in resulted in a stand with 3 minigames using either the Leap Motion, the mouse or the keyboard as input. I was the sole programmer, and was accompanied by an interaction designer, a game designer, a musician/sound designer and a game artist. The stand is currently being developed into a more refined product.