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.
A custom blueprint with similar functionality to the statue brazier. I put this together using a stone kit and moss created by Angela Jeong.
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.
Intractable firefly blueprint. When the player overlaps the blueprint, the firefly collision particles are triggered [see right].
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.
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.
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.
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.
On a strange and distant planet a traveler crash lands and is greeted by a mysterious tree, which is the life force of the planet. The visitor must navigate the environment and tend to the emotions of the Mother Tree to find their way home.
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I worked on VFX for Vertex School's student project, Sky's Hollow. I created a collection of blueprint tools combing custom made Niagara FX and environmental assets. A number of the tools have in-editor controls for ease of use and customization, as well as game play events.
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Most of the assets featured along side the VFX were created by the awesome Sky's Hollow team:
Technical Supervisor:
https://www.artstation.com/johnwaynick
Level Designer:
https://www.artstation.com/bakerthegamemaker
Environment Artist:
https://www.artstation.com/angelajeongart
https://www.artstation.com/mschri2008
Character Artist:
https://www.artstation.com/deputyarms
Surface Artist:
https://www.artstation.com/yuchenzhong
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The fire and smoke materials were created using the Fluid Ninja VFX tools for Unreal Engine 4.
https://www.unrealengine.com/marketplace/en-US/product/fluidninja-vfx-tools