Warhammer Space Marine VR

I had an awesome time collaborating with Next Gen Dreams and Zero Latency on some VFX for Warhammer Space Marine VR: Defenders of Avarax project! As a huge Warhammer fan, this was an incredibly fun and fulfilling experience to be a part of \m/ The game runs seamlessly on HTC Vive headsets and is now available to play at all Zero Latency centres worldwide.
Credits:
Bryce Szandro - Head of Studio
Syros Pourlatifi - VFX/Tech Artist
Alex Mijalkovski - Tech Animator
Scott Hancock - Studio Manager
Jeronimo Canale - Environment Artist
Monique Lansell - Concept Artist
Lochlan Coull - Environment Artist
Bradley Siegert - Environment Artist

I did the Hologram Shader for the Briefing sequence. The challenge was the fact that we wanted the city hologram to get cropped when it pan and zoom during the sequence.

Bolt Rifle muzzle flash, Projectile and Impact VFX, Flipbooks done with Houdini and VFX systems with Niagara

I used Houdini to create our original Flipbooks for Muzzle Flash and side brakes and Smokes

Secondary Muzzle Flash Texture creation

Using some additional previz in Substance Designer (top) , gives me full control over the packed texture I will be exporting to Unreal (bottom)

Using some additional previz in Substance Designer (top) , gives me full control over the packed texture I will be exporting to Unreal (bottom)

Houdini Simulations baked as Flipbooks for Niagara systems

Houdini Simulations baked as Flipbooks for Niagara systems

Bolt Rifle grenade launcher Muzzle Flash, trail and Explosion, Flipbooks done in Houdini and Niagara System for VFX

Melta Rifle Muzzle Flash, Projectile and Explosion

I used Houdini to create this VAT for the Blood Splatters

Niagara VAT VFX for Flesh Impacts

Niagara VAT VFX for Flesh Impacts