
Follow the vfx production process and pipeline from task brief and reference gathering to r&d and asset creation. Learn how to prototype, test, optimize, and polish for smooth gameplay integration.
Import assets into Unreal, adjust mesh and texture settings, apply vertex color replacement, and use bulk edit via the property matrix to keep textures optimized and organized.
Learn character overlay erosion and distortion in Unreal Engine 5 to drive a respawn effect, using smoothstep, erosion amount, softness, and a material parameter collection for synced animation.
Create a reusable polygon particle material for respawn and ammo pickup, with hero orange, enemy red, and blue shield colors. Add time-based blinking and erosion-driven outline with emissive intensity.
Set up the level blueprint to enable respawn via the Respawn action (R) and test the character, and implement slow-mo with a flip-flop using Z to adjust time dilation.
Import the mesh in Unreal with preset settings, replace vertex color, ensure smooth normals, reimport textures as effects at 2048, save level as backup, and begin ammo pickup material creation.
Create a new Niagara system for continuous polygon particles to power ammo pickup effects, integrate with blueprints, and configure mesh renderer, materials, cone angles, growth, drag curves, and curl noise.
Create a rotating ammo icon in Niagara by binding a lerp to ammo color with a scalar parameter, switching materials via a blueprint-driven material interface, and bursting in local space.
Create a plasma ammo pickup as a child blueprint, update its color via lerp and global material parameter collection, clean redirectors, test in scene, and organize VFX for part 1.
This is part 1 In a 3 part series where you will learn how to take an effect from a concept to ready for gameplay implementation. You will learn my production pipeline that has been used in many of my FX throughout AA and AAA game production.
You will learn how to create assets in industry software packages and prepare them properly to be imported into Unreal with optimization and performance in mind. Then you will learn different techniques to build simple to complex materials for FX that will give you great amounts of control for satisfying gameplay and art direction. These materials will also communicate with Niagara and Blueprints through the use of carefully planned parameters and bindings.
This course will also show you how to prototype Blueprint logic that will enable you to connect your effects to your character, props and weapons in order to run them in a gameplay ready gym for proper testing of functionality, timing, gameplay communication and visualization that satisfies art direction.
You will receive a project file with game ready assets to use along with this course. You will also be given score and sound design elements, courtesy of the talented Brian Michael Fuller, to hook up to your effects for a complete and well rounded prototype. The assets you will have at your disposal will simulate what it is like to work with other disciplines in a production.
This is a feature rich course and by the end of the series you should have a more advanced knowledge of how to pull off AAA quality FX for Game Production.