Once slimelight was approved for proof of concept, I moved forward into prototyping.
In order to prototype efficiently, Assets were bought and cannibalized for features, as well as code being re-used from earlier projects.
One of the first things I developed was a decal shader and particle system tie-in for slime splattering.
![](https://static.wixstatic.com/media/e844e1_4bae64a253d54a72bab5235c85d07852~mv2.png/v1/fill/w_86,h_49,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/e844e1_4bae64a253d54a72bab5235c85d07852~mv2.png)
![](https://static.wixstatic.com/media/e844e1_03e4af0c2be043b1bc32f492d8ca8816~mv2.gif)
I also used the asset ProBuilder and ProGrids to efficiently prototype level designs and layouts for gameplay, as well as having all enemies use the same models for efficiency.
![](https://static.wixstatic.com/media/e844e1_da14034a80a84426b9477b4f2e67a8ec~mv2.png/v1/fill/w_71,h_51,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/e844e1_da14034a80a84426b9477b4f2e67a8ec~mv2.png)