Burning Explosion

Main Render

Projectile/Grenade Render

RGB Channels for the Ground Decal Texture (Light Compression)

RGB Channels for the Ground Decal Texture (Light Compression)

Basic overview of each of the four Niagara Systems used for the full effect. Projectile & Explosion are self explanatory, field covers the decal+fires, and wipe-away is the auxillary elements for the final dissolve as the effect fades completely.

Basic overview of each of the four Niagara Systems used for the full effect. Projectile & Explosion are self explanatory, field covers the decal+fires, and wipe-away is the auxillary elements for the final dissolve as the effect fades completely.

The Ground Flames made heavy use of the DepthFade node for altering the color curve input, making the flames more vibrant closer to the ground, as well as randomizing the depthFade Distance using a randomly panned noise map to create sprite variation

The Ground Flames made heavy use of the DepthFade node for altering the color curve input, making the flames more vibrant closer to the ground, as well as randomizing the depthFade Distance using a randomly panned noise map to create sprite variation

Behind-The-Scenes for the Decal Material. I had to use Decal Color has a makeshift DynamicParameter due to Niagara limitations, as well as splitting my dissolve across Base, Emissive & Opacity.

Behind-The-Scenes for the Decal Material. I had to use Decal Color has a makeshift DynamicParameter due to Niagara limitations, as well as splitting my dissolve across Base, Emissive & Opacity.

Reference Sheet for the Project; A lot of the initial color inspiration came from "Shadowflame" works in World of Warcraft

Reference Sheet for the Project; A lot of the initial color inspiration came from "Shadowflame" works in World of Warcraft

Burning Explosion

This piece was made during a 2-week assignment I was given at Glaucus Games were I was being tested on my capabilities to work on a task independently, in a style manner very similar to doing outsourcing work. My supervisor provided me with a PDF containing some very basic guidelines and instructions, and then it was up to me to realise the full vision for the effect within the timeframe I was given.

The assignment given to me was simply described as follows: "We need a Spell Throw, that explodes on Impact leaving behind a burning field. That has a secondary tiny Wind-Explosion as it Ends. The wind should still feel like the same color scheme."
There were also references in the document of Fyrakk's bossfight from World of Warcraft, so I decided to lean into the "Shadowflame" theme when I begun making the spell, atleast for the colors and basic design. I think this shines through the most when it comes to the darker colors of the smoke, the flames on the ground, and especially the projectile. The explosion itself is merely red-hot as I wanted to take it as a chance to practice making an explosion in general, particularly using the Large/Medium/Small principle for how certain elements of an effect should take up space.

Overall, for just being a project I did pretty much on my own in just 2 weeks, I'm shocked at how well I did, especially comparing to some of my earlier works when I was still studying at the Game Assembly. I really feel like I'm improving!

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