Dragon Fight

Created for a “vertical-slice” demo with the hopes of showing the potential of AAA quality VR, I got to make some really fun effects. Built in Unity.

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The Star

Made using sprite sheets, animated lights, and multiple layered particle systems. Besides the main clouds of fuel: the bright ignition point, the sparks, and the tongues of flame that appear when the fire hits all helped to sell the effect. The details count.

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The Supporting Cast

Trail particles were important to many of the effects. Sparks, sword swooshes, and especially god rays all required this module of Unity’s particle systems.

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the Stage

To give the game a more cinematic feel we used Unity’s post-processing stack for color grading and bloom. Bloom really helped to make those flame effects feel hot. But we had to be careful to balance the brightness of those emissive materials for player comfort, especially important in VR.