Sky's Hollow: VFX

I sculpted, baked and textured the brazier statue. I then created a blueprint in Unreal to control the statue, fire and smoke materials. Also featured is a custom fog and dust blueprint utilizing Niagara that is scattered throughout the environment.

Statue brazier FX in game

Statue brazier FX in game

A custom blueprint with similar functionality to the statue brazier. I put this together using a stone kit and moss created by Angela Jeong.

Stacked stone brazier FX in game

Stacked stone brazier FX in game

A fire tool I created which can switch between different fire and smoke types and placed throughout the environment. Fire and smoke properties can be controlled through the blueprint.

Fire tool in game

Fire tool in game

Intractable firefly blueprint. When the player overlaps the blueprint, the firefly collision particles are triggered [see right].

Firefly FX in game

Firefly FX in game

I created the Mother Tree blueprint with a custom material that controls the tree movement, the falling leaves and leaf FX. The tree movement is controlled by pivot painter.

Mother Tree FX in game

Mother Tree FX in game

The pendent is an item the player can pickup. I integrated light particles and a god ray into the blueprint for emphasis on its magical properties.

Pendent FX in game

Pendent FX in game

I implemented engine destruction FX in the ship blueprint. Along with the fire and smoke, I added a spark particle system that fires near the engine. During gameplay a timeline event fires flickering a white light near the sparks.

Ship FX in game

Ship FX in game

The rings activate when the player passes through them. John Waynick developed the player interaction and their connection to the Mother Tree's emotions. I turned it into an editor tool that can swap between the ring types, and toggle moss on and off.

Ring tool active in game.

Ring tool active in game.