Here are some highlights of my vfx work on Dawngate.
Sakari: I was responsible for all of the vfx as well as some of the creation of some elaborated textures for her abilities. The debris and crystals were provided by the 3D modeling team but I worked on the look and feel of the crystal shaders.
Basko: Responsible for all its vfx, Most of the vfx were created using a combination of particles and geometry spawned through the particle system.
Ronan: Responsible for all its vfx, Most of the vfx were created using a combination of particles and geometry spawned through the particle system.
Kensu: Responsible for all its vfx. Most of the vfx were created using a combination of particles and geo.
Varion: This was a skin version I did with a more sci-fi type of look.
Descecrator Crematorium: Again this was a skin version of this guy “youtube.com/watch?v=bD0o3dT1YvY”;
I worked with my AD to establish a new look and feel in terms of his visual effects.
Victory and Failure Screen: I created all the visual effects.
Real Time explosion with 145 spawned trails and, collision has been enabled for the trails that hit the ground, about 12585 particles on screen.
Using a single material “AlphaBlend_Additive_Soft” for the dust, smoke and fire. it can be used to render both additive and alpha-blended particles. This way, it is easier for the engine to batch together particles from different layers if they share the same material and textures, using this material allows us to have a single material for a whole effect, even a complex one, and improve performance. This will avoid any sorting problems on your effect.