A Fiery Cone meant to serve as an indicator for a Boss' Charge Attack in Spite: Decrepit Depths. I used a gradient multiplied with itself in order to ensure the ends of the cone fade out smoothly.
A Fiery Start-Up that plays when activating the Buff Spell in Spite: Decrepit Depths. In order to make it work, I had to build SmoothStep functionality just using basic nodes.
The Buff Spell DGSL overview, showcasing how I made smoothstep functionality work using just the basic nodes.
The effect that plays when you absorb/learn a new spell in Spite: Decrepit Depths. It uses the same smoothstep functionality as the buff spell, along with a gradient multiplier & UV Mapping to have the mesh "grow" outward.
The effect for the Lightning Beam Spell in Spite: Decrepit Depths. Due to engine limitations we could only have 1 mesh per VFX, so I combined two meshes into a singular FBX, and split their UV Maps in half.
Wireframe of the Lightning Beam Mesh. The "center" beam part is the right-hand side of the UV Map, and is all white, while the top half is partially see-through with the blue streaks.
An EmberGen flipbook that serves as the effect form when shots, attacks or the like impact surfaces in B.O.O.M and Red Rock Ravine. I had to create a custom setup for playing a flipbook properly using just DGSL.
How the setup looks for playing a flipbook in DGSL. The initial constants are varied based on the amount of images in the X and Y axis of the flipbook respectivley, with the constant next to time determining the speed of the overall flipbook.
Group Projects @ The Game Assembly
This project is a collection of all of the VFX I've made while at TGA for the school's "Game Project" courses. Due to a lot of issues with the programming of the games themselves, I've decided to showcase all of the VFX in their creation environment as opposed to within the games themselves. All of these VFX were made for our own custom in-house engine that the programmers created, and as such I had to come up with entirley new workflows & workarounds in order to make the VFX Function. In this case, that meant doing all kinds of different setups with Visual Studio's DGSL and HLSL shaders. It was a very difficult project both in terms of implementation and in terms of having the VFX actually show up in-game, but overall considering it was made for an in-house engine, I am quite satisfied with the solutions I came up with.
The game on the leftmost in the thumbnail, Spite: Decrepit Depths, was never properly released due to technical issues and as such lacks a trailer on TGA's Youtube Page.