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Diablo IV - VFX - Flavio Villalva, Flavio Villalva
Diablo IV - VFX - Flavio Villalva, Flavio Villalva
Super excited to finally show some of the work I've done throughout the years for Diablo IV. I was mainly focused on player skills for the Necromancer, Rogue and Sorceress. I was very fortunate to have been able to work on some iconic skills like Bone Spirit and Corpse Explosion, while working with some amazing designers and artist in making the skills the best they could be. I also had the chance to help develop the look for the necromancer's Darkness skills and updating the existing bone and blood magic. The rogue was specially challenging and fun to develop, having 3 additional versions of most of the skills for the Imbue system. Working on the game has been a blast. The game looks amazing and it's absolutely a labor of love. Huge huge thanks to all the amazing developers that gave their all to this huge project.
·artstation.com·
Diablo IV - VFX - Flavio Villalva, Flavio Villalva
Ice Finisher Skill VFX
Ice Finisher Skill VFX
Ice Elemental Finisher using stylized VFX, having not done any ice related FX for a while so it was a challenge to get the ice right. But in the end it was really satisfying to see it work when I put everything together.
·artstation.com·
Ice Finisher Skill VFX
Ice Shield Explosion, Beau Snider
Ice Shield Explosion, Beau Snider
Had an ABSOLUTE blast creating this effect, started out by making a concept of something I wanted to have that involved an ice shield with an explosion afterward, learned a lot about magical explosions in one of the lessons from VFX Apprentice which helped me a lot to create this effect as a student there.
·artstation.com·
Ice Shield Explosion, Beau Snider
【VFX】游戏特效冰封|Ice, 在木星
【VFX】游戏特效冰封|Ice, 在木星
这是一个普通形式的技能施法特效,与以往的镜头表演特效不同。在这个效果产生的同时家里发生变故,所以这是一个曾耗时两个晚上,赶!出来的效果。尽管它还存在很多问题,例如冰锥的质感,冰锥与地面衔接的内容,施法部分的内容缺失等等。却还是因为电脑制作它时太卡顿,而导致我不想再找时间继续优化它了。虽然本人不太满意,但是它还是得到了该有的认可,这就足够了。并且它的出现也是不同于往期的风格。算是找个地方存档吧!!!(QQ交流群;916559618)
·artstation.com·
【VFX】游戏特效冰封|Ice, 在木星
Halo Infinite: Cliffhanger Shaders
Halo Infinite: Cliffhanger Shaders
I'm excited to share the results of my involvement in Halo Infinite Season Three, titled Echoes Within. This is the most recent major content update, which includes a slew of new features like new maps, weapons, and gear. I provided the following assets as part of Sperasoft's collaboration with 343 Industries. One day I was tasked with researching a possibility of creating a volumetric ice shader. My position was regular 3D Artist and did not assume tech art but I've had some basic shader understanding at that moment, though far from advanced level required for this task so I've had to learn a lot on the fly. It was challenging (but fun) and I ended up making two more shaders for this map. Everything shown in this artwork on the art side is made by other team members except the waterfalls, for the frozen lake and icicles my responsibility was only creating the shader to help achieve the required look. After completing these tasks, my duties at work shifted a lot to the Tech Art side and that is, I have to admit, very fun journey. Since then I learned much more about shaders, optimization, rendering pipeline in general, and performance profiling, Big thanks to 343 Industries Tech Art team who answered lots of my questions. (Kurt Diegert, Chiyo Lai, Logan McClure)
·artstation.com·
Halo Infinite: Cliffhanger Shaders
GranSaga - Kaito Skill VFX, SeungMin Kang
GranSaga - Kaito Skill VFX, SeungMin Kang
Hello, I'm so happy to share the VFX I worked on while participating in "GranSaga" from 2018 to 2022. This is the ultimate skill VFX used by the 'Kaito' character. I had a lot of fun working on it. I will try to become an artist who grows further by sharing my work.
·artstation.com·
GranSaga - Kaito Skill VFX, SeungMin Kang
Aoe Ice Ult, Luke Kimball
Aoe Ice Ult, Luke Kimball
I wanted to really make something with ice this time and I wanted to make something that might be useable as an ultimate ability. That would freeze the area and then explode and deal damage. I got a lot of help from a lot of wonderful vfx artists to make this happen. I'm really proud of it and all the progress I've achieved thus far!
·artstation.com·
Aoe Ice Ult, Luke Kimball
RTVFX Frost Star, Illia Khamidulin
RTVFX Frost Star, Illia Khamidulin
My submission for Unreal challenge "Spellar Performance" https://forums.unrealengine.com/t/spellar-performance-frost-star/781657 This version slightly different from my original submission, I've done some changes after some feedback from fellow VFX artsists. Initially I wanted to try some new things in material creation and after few successful results I thought it would be nice to combine them together in smth bigger.
·artstation.com·
RTVFX Frost Star, Illia Khamidulin
Lost Ark SoulMaster Skill FX, Lee Kisong
Lost Ark SoulMaster Skill FX, Lee Kisong
Hi. I organized my portfolio while leaving the company. I made all the effects except the character and background. Working on this project, I enjoyed and grew a lot/ Thank you. ™&Copyright ⓒ Smilegate RPG. All Rights Reserved.
·artstation.com·
Lost Ark SoulMaster Skill FX, Lee Kisong
Diablo IV - Dec 2021 Showcase | VISUAL EFFECTS
Diablo IV - Dec 2021 Showcase | VISUAL EFFECTS
Quarterly update showcase Dec 2021. check out the cool visual Effects improvement showcase of the Gameplay. DiabloIV :https://diablo4.blizzard.com/en-us/ 00:00 Combat Improvements 00:48 Lighting 01:27 Weather Override 01:46 Dynamic Player Skills 04:01 Weapon Buffs 04:36 Death & blood 05:52 Skill Driven Deaths - Gameplay 09:11 Outra #DiabloIV #Dec2021 #QuarterlyUpdate Enjoying the video? pls make sure to subscribe for a regular dose of top PC games videos! Subscribe : https://www.youtube.com/channel/UCZQEkY9fwMV2qaVspUvYWMQ?sub_confirmation=1
·youtube.com·
Diablo IV - Dec 2021 Showcase | VISUAL EFFECTS
The Last of Us: Part I...snow and ice shaders
The Last of Us: Part I...snow and ice shaders
The Last of Us: Part I is a particularly special project for me, my enjoyment of the original game inspired me to pursue a career at Naughty Dog and this was the first project for which I was promoted to the position of Principal Artist, which was a brand new position created at Naughty Dog. I fulfilled this role for the duration of the project and it was an incredible learning experience. --- As Principal, I was tasked with expanding upon, and developing new art pipelines that would help empower the environment team to create a visual experience that could truly harness the full potential of the PS5. I also took ownership of some very technically challenging sequences and was responsible for creating many of the modular assets and shaders that would be shared across the project. --- I continued my roles as the Vehicle Specialist (asset creation, art/technical pipeline, management of library) and as a level artist (textures, shaders etc) alongside Naughty Dog Lead Artist, Todd Foster (modelling and layout on the Firefly Lab). --- I have a lot of work to dive into and i'm excited to try and bring breakdowns and insights into some of our workflows, but it's been important to me to also take time to rest and as this is a process I love, I really want time to enjoy it. --- I'll be uploading additional galleries along with detailed information and break downs in the coming weeks (months heh) and I hope those of you that are interested will enjoy some of these galleries to come. --- This has been my third Naughty Dog title and it has been an incredible experience and as always, it takes a monumental team effort in order to make such amazing games. Without the hard work and dedication of the entire team, across all departments, none of this would be possible. Please do check out all of the posts from the other incredible Naughty Dog artists! --- Please enjoy this small gallery and stay tuned for more very soon! ---
·artstation.com·
The Last of Us: Part I...snow and ice shaders