VFX Artist: The Unsung Hero.
Monday, October 08, 2012
The Hip Hop Dance Experience VFX
Saturday, March 17, 2012
Eden to Greeeen VFX
I'm responsible for all of VFX included smoke, dust, windy grass, dirty oil, hit FX, explosion and flare FX. You should see to focus on watermelon explosion. Design idea is very funny, a kind of silly. Let's dive in!
By John Gaudiosi (Gamerlive.tv) on Fri, Mar 23 2012
Optimized for Tegra devices, the game features high resolution textures, high-quality shaders, tons of on-screen characters and beautiful effects like smoke, dust, fire and real-time shadows from clouds.
By John Gaudiosi (Gamerlive.tv) on Fri, Mar 23 2012
Optimized for Tegra devices, the game features high resolution textures, high-quality shaders, tons of on-screen characters and beautiful effects like smoke, dust, fire and real-time shadows from clouds.
Saturday, March 03, 2012
The Black Eyed Peas Experience All of VFX for Kinect
I developed all of VFX asset on "The Black Eyed Peas Experience" for Kinect in 2011. This game is one of the most special music games with BEP I have ever made. Music has great relationships with VFX in terms of rhythm, beat, melody and phrase. VFX should stand for music information and have communicate message to player in order to be understood game specification.
So you can see VFX elements in the preview as follows:
Accent Hit FX
Dance Trail FX
Inspiration Meter FX: Center of a Circle of Reference Dancer
Clear FX
Zapping FX: Replacement of BEP Member every phrase
Especially Zapping FX is super unique figure and naturally my favorite. All of VFX designs had brillant inspiration from BEP music Video. That provide great experience me and player.
Sunday, February 26, 2012
Lost Odyssey Environmental VFX for XBOX 360
I got created all of Environmental VFX on the project with Unreal Engine3 combining with Material editor and Cascade. I designed and implemented the VFX such as smoke, fog, fire, spark, water splash, save point, magical FX and interactive event VFX. Developed with UE3 was huge challenge for me and VFX team as a first experience. The VFX style is kind of between realistic and fantasy taste. I aimed to design not only type of realistic VFX but also adding dreadful atmospheric tastes. As a result, Environmental VFX played an extremely vital role in terms of RPG battle, walking through field and cinematics event. Editing visualize node materials were too tricky and expensive at first but finally made it possible to built a lot of types of VFX variation for example blow. That makes me curious so far!
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