Visual Effects (VFX)
Here is a compilation of the highlights of my work as a VFX artist so far that I can publish in chronological order.
Click the banners of each project to see breakdowns of the work I did.
My first experience with particle systems and materials/shaders was during my time at VFS. I was in charge of visual effects for my final project Catrina’s Plight, using Unity. In July 2020 I started working at Gasket Games as Visual Effects Artist in Warhammer Age of Sigmar: Storm Ground and stayed until end of production in May 2021. For this project I made dynamic materials, particle systems in Cascade, and blueprints in Unreal to bring life to the characters and the world. You can see more about what I did if you click the picture:
After Gasket Games I started working on Dauntless at Phoenix Labs:
In January of 2022 I switched from Dauntless to Fae Farm for which I made lots of materials and particle systems using Niagara in UE4 until July of the same year. I cannot show any behind the scenes videos of what I did yet, it was mostly environmental effects and some character driven ones, but you can see some videos here.
After Phoenix Labs I went to Ape Squared for 4 months to work on their first upcoming title Above Land.
Since March 2023 I’ve had the fortune to work in so many exciting projects with FX-Chamber, like Foglands and Flintlock:
During my free time I occasionally work on some personal projects like:
The Virus project. These models were originally made for a Global Game Jam, later on I worked on their materials in Blender to create an animation. I really liked how they came out, very jelly-like. You can see more about it here.
The Chef (fanart) project for Risk of Rain 2. Originally made for fun, then Hopoo organized an art contest and I re-worked it to submit an animation with him that you can see here.
I’ve also written a few blog posts on VFX.