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VFX Works:

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Until You Wake

A third person action game made up of a 16 person team. I was the sole VFX artist for the project working with designers, programmer, and artists to ship the game.

Art Team:

Lead/UI/Character: https://hmarquardt.art/

Environment: https://ldebenon64.wixsite.com/lucdebenonart

Character/Props: Adolfo Makoukdji

Character/Rigging: Alissa Gowan

Props/Set Dresser/Environment: https://danielallard95.wixsite.com/allardiangames

Lighting/Environment/Tech: https://dylankingart.com/

Creatures: https://emj4650.wixsite.com/emmajsonart

VFX: Jacob Saunderson

Props: Mitchell Dixon

Animation: https://ryan-chan.net/

ArmorPhase.PNG
WispArmor.png
Wisp.jpg
Barrier.jpg
EnrageBurst.PNG

A host of both Houdini, open source, and handmade sprite sheets that were used in the game.

Smoke_Sheet.png
Fire_2.png
SwordSheet.png
GroundFlame.png
EyeFlare3.png
VFX_Concepts.png
Untill you wake
UE4 WorkShop
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UE4 Work Shop

I built a first person level with character and BP's as my first UE4 project. Doing this allowed me to gain a lot of knowledge about the tools and thought processes that are involved in the backend of VFX work. During the lifespan of this project I built a gunshot and grenade as my VFX and all the subsequent BP's to have them working in the game world. 

Black Hole Grenade

BlackHole_PS.PNG

Niagara System

BlackHole_Mat1.PNG

Outer Black Hole Material

Gunshot

BlackHole_Mat2.PNG

Inner Black Hole Material with radial distortion

GunShot_PS.PNG

Gunshot Niagara System

SmokeTrail_Mat.PNG

Smoke Trail Material

Basic Mechanics Walkthrough

FirstPerson BP

FirstPersonBP_1.PNG
FirstPersonBP_2.PNG
ThrowGrenadeBP_1.PNG

Grenade Throw and Line Trace

ThrowGrenadeBP_2.PNG
GrenadeBP_1.PNG

Grenade BP

GrenadeBP_2.PNG

Early Work

A grouping of some images and videos of weird bugs, previous iterations of effect, and some concepts

This was one of the first iterations on my level with a very basic ragdoll, FP controller, and a stock gunshot effect. All of which later in production were either scrapped, overhauled, or edited heavily.

This was one of the first major bugs that I discovered, causing the enemy characters to be flown from the level. The problem ended up being with the way I initially set up how impulse would be applied to the skeleton and specific bones based on where it was hit.

This video was just me looking over all my materials and the different ways I applied them in the early versions of the black hole grenade.

This is a look at one of the earlier iterations of the black hole grenade. As you can see this version had a lot of visual and timing problems that I feel got worked out in the final version.

Some early concepts for effects and layouts of the world

FiringRangeStandardShot.png
FiringRangeHolyShot.png
FiringRangeLayout.png

VBD Fire Tornado

A procedural fire tornado made in Houdini.

I started the simulation out by using the line node to create a path to guide the volumes.

Curves.PNG

I then convert the line's into geometry that will later be converted into a volume

PolyWire.PNG

I then convert the geo into a volume that I use as a base for the smoke simulation.

VDBPolyWire.PNG

After the smoke volume is made i apply a flame material to turn the normal tornado into a fire tornado

PyroSolver.PNG
Fire Tornado
Higanbana Buff
3rd Impact

Third Impact

I wanted to do some fanart for the new Evangelion movie that is coming out, so I did one of my favorite scenes from the second movie in Unity

A version with more EVA vibes

Unity.PNG
Unity1.PNG

Reference Video

3rdImpact.gif

Higanbana Buff

A combat buff based off of the Japanese flower the Higanbana (Japanese spider lily) made in Unity. This project presented a major set back in the entire Unity scene getting corrupted and me having to redo the entire thing from scratch. Thankfully however i had planned previously for any major setbacks and was able to cut out and modify a portion of the effect in order to still put out a polished piece of work. 

HiganbanaBuff.PNG
HiganbanaFlower.PNG
Higanbana.PNG

Concepts for the effect, the effect ended up needing adjustment after certain unforeseen circumstances resulting in it changing into a buff effect.

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