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The Lost Glitches VFX: Rocket Barrage Finisher, Dmitry Sarkisov
The Lost Glitches VFX: Rocket Barrage Finisher, Dmitry Sarkisov
Hey guys, It's been a while! Last year I've been working with the amazing team on "The Lost Glitches" card game. The game has finisher mechanics, which allows players to shiny finish off an opposite player once HP reaches to 0. I did several of different finishers, and several of different ambient BG VFX, which I will post as well soon. I've been brainstorming the ideas of VFX and I created the ideas behind most of the finishers, including this one, from idea to realisation. Currently I'm looking for a part-time or freelance opportunities, and possibly available for booking on a full-time employment during the month.
·artstation.com·
The Lost Glitches VFX: Rocket Barrage Finisher, Dmitry Sarkisov
Physics-based ground VFX system
Physics-based ground VFX system
I've made this physics based ground VFX system in Unreal Engine for an AA Off-Road Game. The system use physic parameters to drive the Particle (Niagara) system. It handles: - Tire radius and width - Rotation speed (RPM) and direction - Vehicle velocity - Longitudinal and lateral tire force for spinning and skidding - Surface type - Ground stickiness - Ground color - stone rate - fluid surface deepness - fluid dirtiness
·artstation.com·
Physics-based ground VFX system
VFX Design, arthur gaubert
VFX Design, arthur gaubert
School assignment (Artside Game Art School). It was my first time doing concept for fx and I Loved it Special thanks to Leandre Teko https://www.artstation.com/djasko for this week and for the feedbacks I do not own the chara design, it's Leandre's. As for the map, I was inspired by League.
·artstation.com·
VFX Design, arthur gaubert
Demon's Souls - Icons - Souls, Spells, Grass, Adam Rehmann
Demon's Souls - Icons - Souls, Spells, Grass, Adam Rehmann
Here is a sampling of some of the icons I created for Demon's Souls. As always, there was a focus on legibility and easy identification - particularly for the spells and healing grass. For the grass we wanted to visually express the maturation stages that each of the types of grass represented. For the spells, we really focused on clarity and introduced a page/scroll backdrop to help players quickly identify whether they were looking at a magic spell or a miracle. Soul icons were a challenge all of their own - we wanted them to have a feeling of movement and life, as well as express the nature of the creature they originated from. Art Director: https://www.artstation.com/madmanmark
·artstation.com·
Demon's Souls - Icons - Souls, Spells, Grass, Adam Rehmann