Stylistic Visual Effects

Stylistic effects can be a lot more challenging to create due to fitting in with a particular art style, and game mechanics to provide good game play game play.
Though I have to admit that I enjoy creating these types of effects, as they tend to be more imaginative and appealing. The image above; Shows an example of some spell effects, that I created for the Momotaro game.
Spells & Potions VFX
As well as creating visual effects for game projects, such as spells and explosions.
Pictured left; Harry Potter and the Order of Phoenix game.
I've also helped to develop VFX editors with the Code Development Teams to ensure that the effects are optimized and will work efficient within the game engine.
Images show examples of my in game effects using a combination of sprite based particles and 3d elements.

Harry Potter and the Order of the Phoenix - VFX Spells casting

Harry Potter and the Order of the Phoenix - VFX Statue discovery effects.

Momotaro based on a Chinese fable. With cute and imaginative characters they set out on various quests. The Image above shows the Dragon spell that dispatched the worrier skeletons. More on Momotaro can be seem on my Stylistic Effects showreel.

Image above: shows Crims Within game, 'Statue Head Puzzle' with connecting lightning beam effect, as the floating statue head gets closer to it's body by the Player guiding it to complete the statue and therefore open the gateway. This full effect can be seen on my Stylistic Effects showreel.

Created an in game (Mobile platform) Ocean water shader simulation for Ice Age Adventures, this had to be very performance friendly for mobile devices. Also added a number of VFX tricks to simulate reflections and bow waves, whilst maintaining game performance.

Created environmental effects (Snow & smoke ice) for Ice Age Adventures Scrat character on an endless runner game track, again these had to be very performance friendly for mobile low end devices.
Action Abilities VFX
Criminal Within is an two player co-op game that is heavily story driven. Allowing for a lot of creativity and imagination. Listed below is a few examples of the type of VFX for abilities that I created for the this game.
Ranging from Healing, combat and humors effects designed to compassionate the opposition.
Created a Healing effect for the Crims Within game. The aim of this effect was to convey the healing powers that Helena could bestow to renew her health as well as her companion Jarel.
Development of the Fart Bomb; I introduced the idea of my creating this effect to introduce some humor in to the game, similar to Fable, having humor. This weapon would allow Jarel to slow down the opposition by incapacitating them, leaving the coughing for a 30 seconds to allow your Player character to escape.
An example of this effect in game play action can be seen on my Stylistic effects showreel.
Created a stylized shader for the Fart Bomb, abilities effect using Unreal 5.
This effect consists of several layers including an projects cartoon skull that floats in the watery bubble effect, using displacement and world position offset to provide an animated swaying bubble motion.
When creating effects and shader assets. I generally provide parameter slider controls to allow other team members such as Programmers and Art Directors to be able to tweak the effects, by altering colour variations, scale etc...
See example pictured on the right.

Interactive effects: Jarel's Steal Bag effect. This was a highly innovative game play that required a combination of effects for both the Steal Bag and the hovering up and spitting out objects (Often a lot larger then the bag).
This would allow Jarel to pick up items and use them else where in the game.
Verdant Vale
Interactive stylized water.
I wanted to provide a feeling of depth with some realism.
Though the water foam and ripples provide the tie in to the stylized art, using a 2d rippling effect on the water surface that automatically ripples against any collision object such as the lily pads in this pond water example.

Cutscene VFX
Example cutscene effect which I created in Unity for a game trailer promo. The sword pickup effect was later comped in to the main trailer in After Effects.
This VFX clip is also available to view on my Stylistic VFX showreel.
Game cutscene & trailer VFX - Various Spells: Sword bounty drop, Spell burst & Spells cast

Hyper Rush Game
VFX & Shader Development
I've included three development examples of a teleportation shaders that I put together for a previous project, done in Unity for an Mighty Kingdom, Australian Sci fi game (Pictured here). Called Hyper Rush, using procedural tracks to traverse various environments.
The teleportation effect allowed Players to quickly enter back in to the race, after skidding off the track side.




