Explorations in VFX
Below you will find some of the projects that have come out of my personal explorations of different tools, styles, and philosophies of visual effects and art pipelines in general.
Area of FX
This was an experiment to learn some more about creating effects that are portable, performant, properly convey game information to the player, and just maybe are a little pretty.
I based this off of a talk from GDC 2017 called “Artistic Principles of VFX” by Hadidjah Chamberlain and Jason Keyser. A longer form version of that talk, created by Jason Keyser, can be found here.
Building Materials
To teach myself about Substance Designer I decided to challenge myself and not just make a realistic material but rather one that would take a load off of artists working in a stylized art direction, while still maintaining a PBR model. This would allow the material to be portable should the project call for it.
I decided to work towards emulating the hand-painted aesthetic used maybe most notably in projects by Blizzard Entertainment.
Feature 3
The following is placeholder text known as “lorem ipsum,” which is scrambled Latin used by designers to mimic real copy. Donec eu est non lacus lacinia semper. Nulla eu pretium massa.