I was solo VFX artist for the project Sleight of Hand at RiffRaff Games, I had so much fun working with the amazing art team, and all the VFX was art directed by the amazing Tom Robinson \m/
Rain System, Water drips from the edges, Hand Spell VFX, Projectiles coming off of Lady Luck hand, Mist Step VFX, Seigel reveal , enemy evaporate VFX and candle flame shader to name a few of the stuff \m/
Barrel Fire pit, there are only two planes one for fire and one for smokes, their material is billboard, the embers are separate Niagara system. I made the flipbook for the flame and smoke with Houdini
All the In-game VFX done by me, The VFX work in the cinematic ( 0:05 - 0:20 ) was done by amazing artists at Floating Rock Studios
Houdini Smoke simulation for teleporting VFX
Spell Vessel VFX sketch, this one is done with Houdini VDB
I created the cigarette smoke, exhale smoke and atmospheric hanging dust particles
I did this candle flame Niagara system, the majority of the animation is happening in the material , then the size of the flame and flickering of it is controlled by the Niagara
Sigil reveal
As this game had a lot of sigils I created this tool to be able to quickly create the mesh and texture used by the Niagara system and BP
As part of Preproduction I did a lot of VFX Sketches, initial idea by Tom Robinson
"Bloody Fracture of Reality" part of the spell VFX sketches for preproduction
Blindness Curse spell
EvilEye VFX
Rain water curtain and Rain system real-time control
I created a fully controllable and art directable rain system, when selecting the weather Control BP, you can control the amount of rain also the direction and power of the wind, if the rain goes to Zero there will be no puddle ripples in the puddles.
We had two types of manhole steam as one was intractable and the other just atmospheric Env VFX , these are done with Niagara Grid3D simulation systems