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SFAS Rising Star VFX 2023 Weatherbender Winning Submission

Search for a Star is run by Grads in Games, it is a competition where students produce an artifact for one of the categories that follows a set theme, I applied to the Rising Star sub category for Students in their second year of Uni, For the theme I chose Weatherbender, on this page I will outline how I created this effect.

Before taking on this project I had no previous experience with Niagra or Games VFX

Concept Design

Firstly I created small storyboards detailing different ideas I had regarding the theme

  1. Character throws a ball of lightning at the ground that pools and summons lightning bolts to hit it.

  2. Character summons a circle of frost and shoots rain though it is turning it into deadly icicle.

  3. Character powers up with frost on their right side and lighting on their left

  4. Character created a fog cloud and electrified it with lightning.

  5. Character turns into water and disappears into a puddle.

I then created a PurRef file and gathered some references on how I wanted the water to look so I first looked at games with art styles that matched, firstly looking at Pokémon (top left) I really like the caustics and ripple effects in those games and would love to try and add them into my effect somehow, looking at the water landscapes I 100% intend on having a vibrant blue water colour. I also had a look at how water creatures are drawn and portrayed in games like World of Warcraft and Dungeons and Dragons, I really like the idea of having rushing water cover the player at some point and also like the puddle effect on the bottom right image.

Mood board for Water Effect
Creating the Stylised water effect

I watched two tutorials on how to create a water material in Unreal Engine one on how to make realistic water and the other on how to make stylised water then combined them to create this Material Instance

I then applied the texture to the 3rd Person blueprint and created a short animation, if I knew how I would've liked to mask the effect with a gradient so the transition looks like its running up his body however I lacked the technical skills to do so

After I created a basic Niagra sim to act as water droplets falling off the character, if I had more time and knew more I would've made the meshes merge and conform more to his shape

I then created a puddle effect using a meta-ball like shape and utilising distance fields to create a gloopy guy, I also added a decal that made the floor appear wet when this effect was active

I then refined the animation added some more splashes in niagra and then handed the project in for judging

For more information open this production document where I outline every stage of the process in high detail

Evan Goddard

VFX Portfolio

© 2024 by Evan Goddard 

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