Nathan Lacsamana

Nathan LacsamanaNathan LacsamanaNathan Lacsamana
  • Home
  • VFX and Tech Art
  • UI Work
  • Breakdowns
    • Compute Shader Grass
    • HSR VFX Style Study
  • Contact
  • More
    • Home
    • VFX and Tech Art
    • UI Work
    • Breakdowns
      • Compute Shader Grass
      • HSR VFX Style Study
    • Contact

Nathan Lacsamana

Nathan LacsamanaNathan LacsamanaNathan Lacsamana
  • Home
  • VFX and Tech Art
  • UI Work
  • Breakdowns
    • Compute Shader Grass
    • HSR VFX Style Study
  • Contact

VFX And Tech Art Portfolio

Environment Effects

Waterfall Shader Effect, Custom Shader Grass, Stylized Bushes

An in-game area showcasing Nathan's environmental effects and island composition. (Base island model and texture created by a teammate)

3 Color Variants That Interact With Objects

The waterfalls change color when an object intersects with them, utilizing screen position and scene depth. A custom-drawn texture is used to highlight the effect and match the game's style.


Bushes with Custom Textures and Vertex Shader

A modeled bush utilizing planes with particular UV orientation that enables custom textures to stylize the environment. A vertex shader was added to give the bush some movement and life.

Compute Shader Grass With Custom Textures

This compute shader grass was built upon an existing tutorial grass shader customized to allow for custom textures to dictate spawning location and blade appearance.


More Details: Compute Shader Effect Breakdown Page



In-Game View Of The Compute Shader Grass

 A custom transparent shader material under the grass creates a more full and painted look when the grass is spawned over the hand-painted environment. 

Style Study with Custom Impact Decal

Shattering Star Kaleidoscope Impact

An effect created in the style of the game "Honkai: Star Rail" that was completed in 8 hours including time for analysis, conception, creation, and iteration. 


More Details: Style Study Breakdown


Drawn Decals and Textures

All textures and shader effects seen were created by Nathan within the 8 hours.

Interactable Watching Eye Material

This video showcases a shader material that imitates an alien eye that constantly follows the player. The material was set up to allow for the center of the eye to grow and change color according to game logic. The eye slowly moves and deforms with a seamless vertex shader as well.

Black Hole Space Environment Shader

This is a space environment tube created to encase a player's game play and provide a focal point. 


This effect was created with a shader on a 3D tube along with a black hole shader on a sphere on either ends. 

Stylized Graphical UI Shader

Cat Trader UI Using My Custom Shader and Assets

This shader takes a rendering camera and processes it using two thresholds for color comparison. This material has complete color and pattern customization, enabling a small team to create UI elements quickly while reusing graphical elements.


The background was created with a custom texture and UV offsets.


Customizing The Rendering Sprite

The shader can take any sprite and render the image onto it. Here you see it being used on a brush stroke environment asset.


Nathan hopes to improve this shader over time, increasing its capability to pick up finer details ideally using a difference in normals rather than purely color differences. 

Another Teammate's Use of This Shader

After teaching a team member how to use this tool, she quickly put together cutscenes using them, splitting the screen into shards that displayed different moving angles of the boss enemy.

Internal Chest Material and Graphical Decal Variants

Chest Example

Each chest has a custom shader that creates a shine around the cracks of the chest. This allows for animations to move the chest pieces while maintaining the same white glow.

Chest Variants

To represent different chest variants, these 2D textures were drawn to create different decals. They have a slight customizable outline that glow to make the flat textures pop.

Technological Environment Objects

Glitching Warning Sign

A glitchy environmental sign created with custom textures and manipulating UV values with procedural noise.

Spinning Emergency Light

A shader is applied to the center of a light model that creates a spinning light effect similar to police car lights. This effect changes with perspective.

Custom Key Materials

Infected Cursed Key

Infected Cursed Key

Infected Cursed Key

A cursed key with a custom self-made texture, model, and animation.

Neuro-Tech Key

Infected Cursed Key

Infected Cursed Key

A key variant that deforms the key with a vertex shader while warping texture UVs to achieve an internal electrical glow.

Corruption Glow

Corruption Material

Corruption Material

Corruption Material

An interactive custom material created with a stylized crack texture. It was created with gameplay interactions to have the texture move and cracks glow to represent a living corruption.

Corruption Beast

Corruption Material

Corruption Material

An application of the corruption material onto other self-made 3D elements. This is paired with another moving texture for a base body.

  • VFX and Tech Art

Nathan James Lacsamana

Irvine, CA

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