Game VFX Demo Reel 2025
Roy Mustang Fx:
This is a real time effect running in Unreal. I created everything within the effect, including the character rig, but not the model itself. My inspiration for this piece came from the anime full metal alchemist. The world they build presents a fantasy and magical form of combat. I tried to pay my homage to the show with these effects, but also put my own spin on it. I used a variety of techniques; blueprints, vats, niagara systems, materials, flipbooks, and vector fields. The biggest accomplishment with this effect is the projectile system. I made it within a actor blueprint in such a way that according to your camera angle, it will shoot a projectile to whatever intersects between a object and the camera crosshair. The system finds points at random angles according to a offset, interpolates distance and offset, and then is updated to a new position on a modulo count. This results in a randomly pathed projectile. I also used vector fields made in houdini which added a nice noise to the niagara particles. The 2d pyro look was something I made in houdini by creating volume explosion, rendering them with a flame shader, and then using houdini cops to turn it into 2d.
Snow Attack:
This is a real time effect running in Unreal. I created everything within the effect besides the character and character animations. My inspiration for the piece hinged on staying within the theme of snow, so everything that happens through anticipation to aftermath fits within a snow aesthetic. The snow elements were all created in Houdini. The first thing I did was tackle the large clumpy snowflake that appears under the enemy. I created the snowflake by recreating the koch snowflake within houdini, using the math principles in a procedural format, and then adding form and shape with some noise setups within VEX and vdb conversions. And for the snow simulation, I used the mpm solver in three different spots. The first was the snowman drop, the second was the snowman destruction and third was the after math trail left by the character. The last thing I did in houdini was creating a vector field that followed the shape of the koch snowflake. Moving to Unreal, I messed around with different variations of snow materials, and ended up choosing a more emissive magical looking material. I opted for geo caching the simulations instead of vat animation, mainly because of the scale of the effect and performance values. I created a lot of different niagara effects, which played the houdini assest, but also added snow flakes and smoke flipbooks. Everything was combined in blueprints and the shot was taken with the sequencer.
Lies Of P Sword:
This is a real time effect running in unreal. I created everything in the effect besides the character rig, animations and sword model. The effect is a attempt of recreating a sword combo within the game Lies of P. My effect and the reference can be found on this page of the portfolio. Within the realtime effect, I used a ribbon system with custom made textures/materials, particle sprite effects, and a custom made explosion flipbook. The pyro explosion was made using Houdini and exported through Houdini Labs features. The ribbon was a custom mesh in Houdini, turned into a alpha and modified within photoshop.
General Fx
Thesis Game Attributions
1. Cold Fridge Effect: Created using custom alpha mask made in photoshop and panning texture. Also incorporates subtle particles.
2. Carpet Dust: Custom smoke flipbook made in houdini and emitted with niagara. Bounding box collision that grabs characters velocity and controls emission rate of niagara particles.
3. Candle Flame: Custom flame flipbook made in houdini and played through a niagara system. Custom light linked flickering and emission.
Combat Fx
Snow Attack FX
- Made with Unreal, Houdini and Photoshop
- Custom snow assets, materials, animation sequence, and Niagara systems
- Free paragon character and character animation was used
Roy Mustang FX
- Made with Unreal, Houdini and Photoshop
- Custom flipbooks, vats, BP's, Niagara systems, animations, rig
- referenced from the anime full metal alchemist
Lies Of P Sword FX
- Made with Unreal, Houdini and Photoshop
- Custom explosion flipbook, and Niagara systems
- Responsible for Niagara Effects, Materials, Textures, and Explosion Flipbook
Blood Gun
- Made with Unreal, Houdini and Photoshop
- Custom flip sim, rbd sim, VAT BP, Niagara systems and animations
- Responsible for all aspects besides character/rig