Inflexion
WIP videos of various VFX assets for Nightingale project. Here I worked on creature effects, magic spells, the unique realm transmute mechanic. I tried to explore a plethora of new techniques using unreal engine Niagara particle systems. Mesh emission, simulation stages for plexus like effects, gbuffer sampling to add particles to the environment. Usually these assets are part of very complex systems that require a lot of back and forth between various disciplines (from art direction to narrative design, animation, audio, design, code). All Unreal Niagara particle systems.
Midwinter Entertainment
Collaboration with Midwinter Entertainment, that was part of Improbable at that time. I did weapon, creatures abilities, environment effects using Unreal Cascade particle systems.
Improbable
Improbable is a tech company that owned Midwinter and Inflexion. I first started working on tech demos for various internal projects that never got announced or published. I had the opportunity to explore Niagara particle systems and learn more about this new technology.
Imaginati studios
This was a narrative experience kind of game. It involved creating content for an almost 4 hours cut scene with many plot branches. The goal was to achieve a almost cinema like visual quality, using Unreal editor. My effects work involved creating assets for all the sequences that needed them. Mostly pyrotechnic effects, explosions, bullet impacts, and some environment ones, like snow falls and camera dust.
Lionhead
Short time at Lionhead where I had the opportunity of working on creature and ability effects.
Ninja Theory
Effects work on Devil May Cry and its DLC, Vergil’s Downfall. Combat, abilities, environment and cutscene effects. All using unreal cascade particle systems.