VFX in Fighting Games


Virtuos, an outsource studio in France, is looking for a senior VFX artist to help on an unannounced AAA fighting game:


Having never worked on a fighting game, I’m curious: what’s it like making effects fit within very specific timings and hit boxes? I would imagine it would force “punchy timing,” while also putting more emphasis on the fall-off of the effect, rather than the build-up.