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Harmony - VFX Env

This game was very fun to work on, as it rethought everything by combining 3D scenes and camera projection techniques.
A large part of my work involved reworking models (especially UVs) and materials from the environment and textures from concept team to add movement and life. I was the only VFX Artist on the project and joined after Florian Guillaud had completed the prototyping and pre-production phase.

All the floating animation is driven using world position offset, as I had to make and control several layers to achieve this fluid feeling.

Distant drones are rendered as simple sprite particles, while closer drones use full 3D models with vertex animation.
I used both Niagara and splines for pathing.

I used Houdini to generate a vector force field to guide my particles.
It was an easy system to use wherever drones were needed.

I used Houdini to generate a vector force field to guide my particles.
It was an easy system to use wherever drones were needed.

Fireflies particles are using reversed height map for placement (no GPU distance field at the time)
No light used, only emissives materials and masks in shaders.