A discussion of how I made this effect and why I made the decisions I did.
Tag Archives: vfx
a detailed description of an explosion effect I created with Unity 2020.2.7. I walk through each part of the effect and explain the choices I made and how that creates the effect you see.
This is an effect I made in Fall of 2020 using the Shuriken particle system in Unity 2020. It’s a chain lightning effect that plays whenever multiple enemies get hit by the AoE on the player’s secondary fire. It tells the player which enemies got hit and continues to play to tell them that thoseContinue reading “Chain Lightning”
This is an effect I made for the unreleased game Drosera in the fall of 2020. It has two parts to it. The first is a trail that’s attached to the player and has a red-yellow gradient. The second is the particle system that creates clouds of dust behind the player as they move. ThisContinue reading “Dash Effect”
This is an effect I made for the unreleased game Drosera in the Fall of 2020. It was made using Unity’s shuriken particle system. It’s related to the Electric Round effect I talked about here. The energy shockwave above is an effect that plays whenever you hit something with the player’s secondary fire. It hasContinue reading “Energy Shockwave”
This is an effect I made in the fall of 2020 using Unity’s shuriken particle system. It’s used for the player’s secondary fire and it has a lot of moving parts to it. I made a model, a particle system, and a trail, then created a script so it would be easy to animate theContinue reading “Electric Round”
This is the desert version of some grass I made for an unreleased game called Drosera. It was made using Unity’s shader graph, specifically for HDRP. This is a close-up shot of it to show off some detail, in the game, you would see it from this camera angle. There’s also another version of theContinue reading “Grass Shader”