The Molten Scorch

(The Sword is from the cosmetic weapon effects I created)

  • River of Lava: Created from a Unity Shadergraph and applied onto a custom 3d mesh to simulate a lava river

  • The Molten Fissures: Created using a technique of making the ground see through from the use of render masks and a 3d mesh for the ground fissure

  • Ashen Clouds: Created Using a custom 3d mesh for the clouds in the sky and a moving noise texture from the Shadergraph

  • Lighting Strikes: Using a combination of Shadergraph with a animated lighting texture and a VFX graph for the lighting bolts to come down and flash the ground and the sky

  • Ash Flakes: These ash flake raining down are created from a custom texture I created in photoshop and using vfx graph to simulate raining ashes

About

The 3d mountains and ground textures are from the unity asset store to reinforce the scene.

Twilight River

  • River: River is created from a Shadergraph using refraction techniques for the ripple effects as well as a mask for the foam and a depth technique for the different colors for deep and shallow water.

  • Water Wisp: These are created using a Shader graph with a moving texture and mask to give it a distorted effect and using a vfx graph to animate the wisp movement, size and color

About

The forest foliage and textures in the scene are from the unity asset store to create the forest scene.

Haunted Graveyard

  • Ghost: Made with a unity particle system and shader graph and free model from sketchfab

  • Floating Skulls: Using a unity particle system with a free skull asset

  • Swirling Ghost: using a 2d ghost texture in Photoshop and a unity particle system

  • Rain System: using a 2d texture and unity particle system

  • Fog: Using a 2d fog texture and unitt particle system

About this Scene

This project was for my Senior Capstone bachelor in science major for game development and design. Using a combination of particle effects and shader graphs to reinforce the appearance of a spooky graveyard.

Blackfire

  • InnerFlame: Using a Visual Effects graph and a 2d flame texture I was able to make the core of the fire black

  • Outerflame: Using the same principles but different colors, sizing, and positioning

  • Black smoke: Further increasing the variables for the smoke I’m able to make an outer smoke effect

About

This was a little personal project inspired by some Dungeons and Dragons settings. We have some awesome backfire particles using some free assets and the power of the visual effects graph.