Harry Situ | Portfolio
Showreel (2025)
Game Dev
University 2nd Year - Atari Game Remake
Space Invaders 3D
University 2nd Year - Multiplayer Game
Don't Stop Smithing
University 3rd Year - Capstone Project
Etherwilt
Personal Project
Funny Chess
Extra
Unity Shaders
About
Hi, I'm Harry. I Graduated from Auckland University of Technology with a Bachelor's Degree in Game Design. I'm a 2D/3D generalist, Unity Developer and Technical Artist.

Preferred Software for
Digital Drawing
Alternatives: Procreate

Preferred Software for
Pixel Art, Photo EditingAlternatives: Affinity

Preferred Software for
3D Modelling, 3D Animation
Alternatives: Maya

Preferred Software for Texturing

Preferred Software for
Game Development
Other Software: Illustrator, Premiere Pro, Davinci Resolve
Space Invaders 3D
March 2024
Solo Project
Short game jam assignment for a remake of an Atari game based on an open-source Space Invaders clone.
Entry-level coding knowledge was required to rework the game for 3D. Pixel art assets were all remade as 3D models to fit the perspective camera, all topped off with CRT post-processing effects.
3D Models


Don't Stop Smithing
July - October 2024
Background Art, UI, Programming (Minigame)
Multiplayer forging game inspired by Overcooked! The two lowest scoring players at the end of the round play in a deathmatch minigame to determine who gets eliminated. Originally two different prototypes, combined into one game when me and my group couldn't decide which we liked more.
The Tileset, UI, and minigame background were all made in Photoshop.
I did not lead programming for this project, so I developed the minigame starting from the existing prototype.
Tileset

Minigame Background


Etherwilt
January - October 2025
Art Direction, Shaders, 3D Modelling, Animation, UI, VFX
Etherwilt is a Souls-like game designed around the theme of 'life and death.'
Concept art was only used as an early visual aid. The final visual style was developed through repeated shader experimentation. The URP terrain shader was modified to allow for adjustments to add rim lighting and shadow colour adjustments. The character and environment shaders were all made in shader graph.
I modelled the player character and enemy wolf. Humanoid animation is a mix of premade and custom animations I made. Enemy animation was all done by me.
I had limited involvement with programming smaller features and mechanics.
Environment


Character Models
Early Character Sketches


Early Environment Concepts


Funny Chess
March 2026 - Ongoing
Solo Project
Funny Chess (working title) is an online PvP chess/third-person combat game. Players play chess in real time on a giant chess board, with access to a hammer and a gun to fend off other players. The King has a health bar which is reduced by shooting it and attacking it with pieces. Once a player's King is destroyed, that player will not respawn when their health bar reaches 0.
The idea for this game came to me in a dream. This game is unserious, unbalanced and chaotic, and the visual direction is intended to lean into that silliness.
The fullscreen shader used for pixelation/dithering targets a resolution of 640x320, and can target the horizontal and vertical component separately so the visuals will scale correctly with any aspect ratio.
Animated Paint Shader
May 2026
This is a paint shader is fully responsive to the directional light and additional lights with phong specular highlights in real time. This uses 3D voronoi noise for normals.Made in Shader Graph.
Screen Space Texture Overlay
June 2026
This uses a grab pass to capture the depth and normals of the character to apply a sobel filter outline. This makes it possible to combine transparency and outlines in a single shader/material. A texture is animated scrolling at a fixed framerate and overlayed over the model in screen-space.Made in Shader Graph.