This is a stylized energy portal created in Unreal Engine 5.5 using the Niagara System.
The setup includes sprite renderers, flipbook animation, and mesh particles, all controlled with custom materials.
The material uses dynamic parameters such as:
– UV offset
– Distortion strength
– Dissolve intensity
A translucent black shader was added for better depth, along with trails and ambient particles to make the scene feel more alive.
The effect was recorded via Sequencer, and it activates immediately on playback.
It looks very basic. It’s like you watched a beginner’s video on YouTube and repeated the effects after it. It is better to watch the effects of Asian artists, and then repeat after them, for example, on magesbox. You can always make a simplified, casual effect, as we like in Europe.
What do I really see on the screen? 3 textures move like a panner from top to bottom, small lightning flashes around with a very simple, unsophisticated animation, and a large lightning strikes from above, with a circle below.
Where’s the portal? Usually, when teleporting, energy quickly hits a point, then, for example, a portal opens. The circle on the floor doesn’t feel like it’s connected to the portal in any way. It looks more like an aura.
It is also very striking that the texture, which is moving slowly from top to bottom, has no movement at all inside itself. You either need to add a texture inside the texture with movement, or significantly enhance the movement and distortion, which is not visible here.
The particles at the end are weird too. Why are they moving so slowly and at the same speed? There are questions about their color. Why do they all die at once and blink at the same time? There is no randomness in the effect. Particles have such a strange, strict form of motion. I’ve only seen something like this in loot box games, and still there’s usually a huge speed and low life time. It’s better to steal the particle movement from Asians, or take it from normal games. For example, in Final fantasy 7, 90% of the effects are particles.
In short, it’s better to copy someone else’s effect and timings of the effect first. And finish any VFX real-time course in the internet.
Although it seems to me that I have seen this effect in some course. I think it’s Gabriel.