Shackman's VFX Learning Adventure

In this post I share my approach to getting good at VFX and my work created along the way. Feel free to ask questions since I love sharing knowledge. Same goes for resources, so if you see anything here that you like, I’ll most likely upload it for free.

Receiving feedback helps me a lot so please feel free to critique anything that I post here.

Latest work (in an attempt to change the thread’s thumbnail)

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This potato is from a mobile game I was working on in 2024. The game is kinda crap in terms of game design, but I might rework it at some point.

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I took a break from Potato VFX as I had applied for a dream job as a VR Developer and got to the next round where I did a paid test. So I figured I’ll only do VR in my free time and I’ve been wanting to do this breakfast tornado in VR. Didn’t get the job but at least I was paid for the test which I really appreciate. And I got my tornado :slight_smile:

Now it’s back to Potato, currently rewriting the whole game so the player has more agency. Once that is done I’ll publish it on those free browser games sites and focus mostly on XR from there on out. It’s the coolest medium :slight_smile:

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It’s been a while, but I’ve finally had the pleasure of working on tons of awesome stuff for a game that was suddenly put ‘on hold’… so time to build up a portfolio of my own stuff.
I’ve started with my favorite subject, fire! And from now on I’m only doing VFX via code, I can’t believe I had put that off for so long. I feel like I’m 3-4x faster than fiddling with notes, especially for iterations.

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I’ve been exploring fire a bit more, playing around with 3D noise, but then it quickly turned into tornados and they were much cooler than just fire so I went in that direction. The result is an inefficient shader with 80 properties wrangling a mesh that never wanted to be a tornado. While it’s fun to explore tech art rabbit holes, I’ll try to shift more towards game play now. For that I’ve watched the ‘Artistic Principles of VFX’ series and took some notes:

Gameplay Experience

Write down a few adjectives on what feeling the VFX should invoke. E.g. powerful, calming, snappy, ethereal, larger than life. Avoid things that are rather technical and very general like ‘stylized’.

Area of Focus

Create a clear area of focus for what is most important to the player. E.g. the area of effect should have more contrast on the edge because for the player it matters mostly to cross that boundary.
Explosions should have much more contrast and intensity in the middle.

Always consider what the primary shape and color is and create an imbalance, directing the eye towards one thing (and not everything at once). Be careful with things like smoke and particles flying outside of the area of attack, that might be confusing. Keep it subtle.

Level of importance

The visuals should match the gameplay effects. E.g. small damage = small VFX, big damage = big VFX.
Check every detail for that, e.g. if fire is part of it then make sure that the flame height matches the effect strength.

Shape Language

Pointy and sharp edges usually mean danger, soft and round edges are safer. Create the clearest shapes where it matters, e.g. a beam attack or arrow attack should have sharp edges at the tip where the hitbox is, and less contrast/shape variety in the trails.

Shapes should convey direction, e.g. a flying projectile shouldn’t be perfectly round but instead be stretched/arrow like, so it’s easier for the player to instinctively know in which direction it’s moving (without even having to observe the movement).

Timing

Build anticipation, and then over deliver. As in something big is going to happen, and then something massive happens. Then give the brain time to process it.
But also remove the visuals quickly when the gameplay effect is gone, so players don’t get confused.

Make a graph of intensity over time and avoid flat lines or just linear lines. Even something like a portal could have like a sin wave of interest.

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I made a full attack animation using the fire tornado to practice the artistic principles. I’m not happy with the result but I think it’s better to move on and keep learning, trying out different approaches and doing more master studies. The shader has become an absolute monster, the amount of overdraw is an insult to my GPU, and the flexibility has become so much that it’s getting hard to work with.

So now I want to create a few VFX that incorporate twirling stuff, but simplify everything and use meshes/shaders/particles that are simple and effective.

I’ve create the bunny with AI since I want to see where it’s useful and where it’s not. The impressive part was Google Gemini’s image generator going from a headshot to full body to T-Pose with bunny and clothes separated perfectly. The mesh (created with SAM3D) is a nightmare, but for just having a quick character to practice VFX this was a good use case. I’ve rigged it with Blender and Rigify and then just did a quick animation myself but didn’t polish it since I want to focus on VFX. Unfortunately I adjusted the hat after rigging and forgot to check the animation, hence it looks super weird.

I’ll just keep working on the character a bit with each VFX. While AI was definitely usefule, it’s also the most boring and generic version of a bunny wizard.

I’m not sure how to post videos here btw, the gif limitation is so extreme and I’ll have to convert it first. But I don’t want to use Youtube shorts either, so if someone has a better idea let me know. It’s also on Artstation:

https://www.artstation.com/artwork/YG5lnK

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For this VFX I aimed for ‘Magical, Flowing, Delightful’. While I may not have hit those targets, it was incredibly helpful to aim at them. For example there is a slight squash and stretch when the carrots pop out, and ‘Flowing’ meant that I kept that subtle. Same goes for the movement towards the rabbit, I kept the smooth in more natural. A more funky/snappy target probably would have meant that they barely move and then snap in like there was a rubber band attached to them.

For the composition I tried to have a big medium small approach. In terms of shape language I kept things round and of course the carrots don’t point at the rabbit when they get sucked in to not imply that they are stabbing projectiles.

Delightful is probably the hardest to hit, hence I’m going to keep that as a target for future effects. I thought that the subtle glow, the natural shapes on the bottom and the sparkles help. What doesn’t quite fit are the orange stripes going up from the rabbit, they feel to sharp/mechanical. Maybe some spark emitting twirling thing works better.

Anyhow, I had to move on because I’m now going to tackle my favorite subject in the world: Explosions :slightly_smiling_face:

Carrot Buff on Artstation:

https://www.artstation.com/artwork/AZz32z

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OMG I love this carrot VFX :carrot:
It looks so cute and cool :rabbit: :rabbit2: :sparkles:

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I’ve been studying explosions a bit and experimented with the bulging smoke, which has always fascinated me (especially with rocket launches). Most explosion VFX seem to not even try, or they go all out fluid sim, but that always gives me the uncanny feeling.

The current explosion is kinda meh but I wanted to do one full iteration with a mix of classic elements like shockwave, sparks and fire trails. I’m currently working on a snail that evolved to explode in self defense, so for that I’m going to experiment with more stylized stuff.

I was also thinking of just taking a real explosion and try to recreate it quite closely, to get a good feel for the timing/movement etc. And then think about which elements to stylize in which ways. And then of course some master studies of VFX, most likely the pumpkin bomb from Into the Spiderverse. But first I have to blow up some snails.

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More videos here:
https://www.artstation.com/artwork/5WNZ0O

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