Assault Rifle β Overview
For this project, I worked as the Technical VFX Artist on a sci-fi multiplayer survival shooter set in alien worlds drifting into a Singularity. The game combined PvE, PvP, and extraction shooter elements, requiring weapon effects that were both visually striking and optimized for large-scale multiplayer.
My role was to design and implement the full suite of weapon VFX, collaborating closely with the Art Director, Game Programmer, and Render Programmer. The Assault Rifle featured multiple damage types with unique visual identities while sharing a unified gameplay language for clarity and feedback.
Core Weapon VFX
Muzzle Flash
Designed to sync tightly with weapon animations, with a sense of power and physical "bounce" to enhance firing feedback.
Projectile
Built for clarity across the map so players could easily track enemy positions and instantly identify damage types.
Impact
Balanced strong hit feedback with performance constraints, ensuring each strike felt impactful without overloading the screen.
Decal
Dynamic impact decals that reflected each weapon damage type, with pooling and fade systems to keep performance stable.
BREAKDOWN β Muzzleflash
A closer look at the layered elements and timing used to sell power and responsiveness.
BREAKDOWN β MuzzleFlower
Secondary bloom effect used for moments of higher impact and stylized readability.
BREAKDOWN β Niagara Systems
Selected Niagara setups controlling timing, spawning, and layering of the rifle effects.
BREAKDOWN β Comp Shots
Close-up compositions to showcase motion, shape language, and readability from different angles.
BREAKDOWN β Decals
Damage-type-specific decals with controlled lifetime and fade to keep scenes readable.
BREAKDOWN β RNDR Shots
Hero shots rendered for presentation, showing weapon VFX integrated with character and environment.