Heat Vision Post Process
Multi-Target VFX
Explosion Radius Decals
3D Icon Widgets
Spawn In Material VFX
Alien Eye Anim Material Effects
Vertex Based Animation
Vertex Based Crowd Animation
Vertex Based Crowd Animation
These images and videos are from an unreleased project that I had the pleasure of being a Principle Technical Artist for. They represent a series of smaller miscellaneous prototypes for gameplay and art teams.
- Heat Vision Mode: Weapon design request for certain types of scoped weapons. Uses post processing to pass quarter res scene textures through a blur pass before using a color lookup based off of world normal information.
- Mult Target VFX: Weapon design request for visualizing lock on targets for certain weapon types. Simple niagara cards with animations set to render overtop the scene.
- Explosion Radius Decals: Gameplay design request for messaging explosive object's damage radius. Initial prototypes used a more standard "ring" mesh, but because of the 3D nature of the damage + a vertical gameplay space we switched to a decal solution. Uses actor location and explosion size passed into a niagara system to generate a decal.
- 3D Icon Widget: UI design was interested in exploring a 3D representation of weapons within the inventory. This was a simple prototype to measure complexity and cost of this route. Ultimately abandoned due to a lack of performance budget available to support standard implementation and lack of engineering support for more custom approach.
- Spawn In Material Effects: Additive overlay material combined with opacity masking wipe on base character materials to create "warp in" spawn effect for combatants. Generic implementation made it possible to plug-in-play with any new combatants.
- Alien Eye Material Effects: Plussing up the environment team's alien "creep" meshes by getting the eye elements to animate and blink ambiently.
- Vertex Based Crowd Animation: Art and Design teams were interested in a narrative moment that needed a large crowd of fleeing NPCs. Managing dozens or hundreds of skeletal mesh actors was off the table so I investigated the potential for baking down existing assets to lighter weight static meshes that could be animated using a combination of material effects, splines and niagara systems. Initial tests were promising provided the context we used them for remained outside of player gameplay space or through tightly controlled viewing angles.