Website powered by
SiegVRied - Enemy FX
Skeleton energy source (lung mesh was skinned to the skel mesh soon after)

Skeleton energy source (lung mesh was skinned to the skel mesh soon after)

Killing a skeleton (punching or shooting)

Killing a skeleton (punching or shooting)

Spawning the crossbow in the animation with materializing through a 3D mask in the shader

Spawning the crossbow in the animation with materializing through a 3D mask in the shader

Crossbow muzzle

Crossbow muzzle

Projectile Impact

Projectile Impact

Projectile

Projectile

Smoke cloud for skeletons spawning mid climb in the final tower

Smoke cloud for skeletons spawning mid climb in the final tower

Skeleton revive

Skeleton revive

Reviving skeletons in the boss arena (player perspective)

Reviving skeletons in the boss arena (player perspective)

Alternate angle

Alternate angle

Exploration of FinalBlast

Exploration of FinalBlast

FlyAttack in player perspective

FlyAttack in player perspective

Spectator perspective

Spectator perspective

Second attack

Second attack

Progression of damage done by the player

Progression of damage done by the player

Hitting the weakspot

Hitting the weakspot

Death

Death

Dissolving skin during end of the game (scoreboard)

Dissolving skin during end of the game (scoreboard)

SiegVRied - Enemy FX

SiegVRied is a VR Game i worked on from April to October 2021.
This was a very ambitous project bringing a comparatively massive environment to live for our new 6x6m Freeroam system using fullbody motion tracking. This project also contained way more fx than any other before and development time for each was very tight as a result.

I was responsible for all shader and particle fx visible in the game with exceptions of the background environment.

These games are made in a timespan of 3-6 months and as such Assets are produced in a more strict fashion than usual.
Enjoy!

More artwork