Mortal Kombat 11: A Bloody Production Talk | Matt Battaglia | SIGGRAPH 2019
Dive into the techniques and production lessons learned during the development of Mortal Kombat 11 with Houdini. We will focus on our geometry cache pipeline which allowed us to leverage Houdini’s fluid simulation tools to drive our unique cinematic blood effects. As a studio new to Houdini, we will give a behind the scenes look at some of our assets and share a little bit of the wisdom we’ve gained while ramping up on Houdini over a two year development cycle.
Matt Battaglia is the Technical Art Lead at NetherRealm Studios. With over 14 years of professional experience, Matt has a background in AAA game development, feature film, and teaching. He enjoys developing asset pipelines and pushing the boundaries of what is possible in real time rendering and visual effects. While not chipping away at his ever growing list of research projects or new software to learn, he enjoys tackling home improvement projects and attempting to entertain his wife and daughter with bad dad jokes.
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
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.
MATURE CONTENT | The Last of Us: Part 2 | Blood in Snow and Water, Kirsten England
A compilation of some of the blood pools and splatter FX for water and snow done during the production of The Last of Us: Part 2 including asset building, textures, materials, timing and placement. Additional support and shared assets by Naughty Dog FX team. Additional character support by Naughty Dog character team. Systemic support from Naughty Dog programming team.
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
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Unreal Engine 5 // Necromancer-like Debuff Effect, Alexander Zhupikov
Finaly i finished this small project.
Mainn idea of the effect: this skill should remove negative effects from the character and do little damage to enemies in a small area.
Anatomy model from Brain Graft.
https://www.artstation.com/marketplace/p/LmaL/anatomy-model-2019
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Fx sketches
FX - Real Time blood breakdown
FX used in Castlevania Lords of Shadow 2 when blood possessed enemies appear from the ground. Software used: - 3ds Max 2014 - Photoshop CS6 - After Effects C...
Demo Reel 2015
All titles you see here are (C) their owners and publishers. I am but a tiny cog in the grand machine that is game development.
Aztez Trailer
" Aztez is a unique hybrid of beat 'em up and turn-based strategy set in the world of the Aztec Empire. Deploy your Aztez (elite close combat warriors) in th...
2d VFX Compilation, Alex Redfish
Here's a compilation of different 2d VFX I did throughout past couple years for different projects.
Mark Eaton \ VFX 2013
WIP Blood shader UE4
This is a work in progress of a cheap volumetric blood effect that hopefully will make it onto the marketplace soon. Currently focusing on getting the shader right. Tricky since I want to keep it fully opaque for performance but I'm getting there. The effect is currently using 6 particles. Right now it's also using two textures But they will be combined to one 1024 texture eventually.