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VFX
Meliae

2024

As part of my work on the demo for Meliae it was my job to create particles, projectiles and other visual effects. On this page I will explain part of my work in creating unique looking projectiles.

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These were made to work together with the shaders for the game.

round1.gif

For starters I needed to create a couple iterations to see which general look would work best for the projectiles in the game.

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After which I iterated further on the particles that were received best.

image.png
image.png
bullet base.gif

Once the look of these projectiles was worked out and they worked in game it was time to add in some more details. The projectiles didn't feel responsive enough so I wanted to add some more feedback for when the play did or did not hit something.

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It took a bit of effort but I ended up creating these effects by spawning a seperate object at either the end of the lifecycle of the projectile (for when the player hits nothing) or when the bullet was destroyed (and the player did hit something)

defaultbullet.gif
EnemyBullet.gif
splash effect test.gif
Hit.gif
nohit.gif

^ Working effects ^

^ Testing impact particles ^

Enemy response

I also wanted to make sure that when the bullet hits something it actually looks like it does some damage. The way I achieved this was through multiplying the my master shader with a set color through a blueprint component. I also added a placeholder particle.

Whenitallcomestogether-ezgif.com-video-to-gif-converter (1).gif
image.png
image.png

When it all comes together

When all this is applied it looks something like this:

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© 2023 by Willem Ploos van Amstel
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