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CHARACTER VFX
Unreal Engine 5

Two Visual Effects: "Enchanted Run"& "Baisc Ice Attack"

This prject is a collaboration between my colleagues

David( Technical Artist ) and Siri ( Animator ).

I wanted to experience working with a team to bring a character to life with

my visual effects.

Gameplay context is Third-Person Open world MMO's like that of Genshin Impact.

We started planning out the project together.

Both me and Siri had a god idea of what we wanted to make so I made concept art to align our views.

I took gameplay into concideration following the league of legends art guide on VFX, drawing values shape and size accordingly. This was difficult since it was unclear what game context we were going for in the beginning.

Siris animations were very soft which clashed with my concepts. After seeing her references from Genshin Impact it made me realize that I should reframe my thinking and follow suit.

* Teamwork

* Concepting

Since I was planning on making two effects and hade little time to spare I thought of clever was I could reuse elements between the two.

One crusial element was the aurora borialise 

so I started with the run effect as it heavily relies on them.

Because we were three people collaborating on the same Player blueprint I created actors that followed the Player rather than writting my logic within the player blueprint itself.

The player is however the only actor who can recieve inputs as per Unreals design. 

To counteract this I had the player execute custom events from my " actor " which let them communicate.

* Houdini

* Result

I used ribbon emitters to drive the auroras.

These were new to me and I struggled for quite a while making them face the right way.

The hardest part of this run effect was contrasting it from the snow fields while keeping the effects tame.
I gained contrast using a combination of smoke particles and decals which also grounded the effect as a whole.

Both of these went through a plefora of iterations.

* Houdini

* Result

Once I had a couple of textures to emit in Unreals Niagara system it was time to create blueprints that would spawn the physical projectile.

* Houdini

* Result

IN CONCLUSION

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