For this project, I served as a Technical Artist focused on VFX design and implementation — creating ability, combat, and environmental effects that balanced visual clarity with optimized performance. I worked across character, environment, and gameplay systems, developing visually striking yet performant effects that enhanced gameplay readability and player feedback on both the client and server sides of this multiplayer project.
- Using tools like Niagara, custom shaders, and Substance Designer, I built scalable and efficient visuals for abilities, environments, and UI elements. My process emphasized technical precision, creative problem-solving, and consistent visual quality, ensuring that every effect felt cohesive within the game’s art direction and performance goals.
I created the VFX for all five weapons, including muzzle flashes, projectiles, impacts, and decals. Each weapon featured five distinct damage types — Kinetic, Frost, Acid, Electric, and Plasma — with visuals tailored to express their unique characteristics, from heavy kinetic impacts to energetic electric charges.