Senior VFX Artist @ Wavedash Games
All Combat VFX on Icons "Combat Arena" a competitive platform fighting game.
Created all the lighting animations, prototype C# scripting, and VFX for Icons Combat Arena’s Lootbox Un-boxing Scene.
At Wavedash I have had the opportunity to work on custom ocean shaders, foliage shaders, environment effects and lighting in Unity. We specifically lit the foreground and background elements in the scene to separate the game play action from the background. In a fighting game it is very important to have this clarity because parsing the very fast frenetic motions of a platform fighting game is key to high level competitive play.
Lighting and in-game combat VFX examples
Anime Style
Our combat effect style was to include frame by frame flip books. Here is an example of a source asset.
Style Sphere
After we decided on a flip book workflow we started experiments with mesh based particles. Here you can see an elemental sphere test we did.
Here is an example of a procedural effect. The coloring and distribution of triangle particles are derived from incoming texture alpha and diffuse channels. Dynamically controlled Real-Time attributes were provide for: overall image size, triangle size, and source image. This one asset can scale to 1000's of variants as I provided a pass from gamecode to feed any image in we want as we scale the project needs. Tunable Atttributes are available for the designer to tune.