Difference between revisions of "Special Effects"
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Special Effects in games can generally be broken down into 2 main tasks: | Special Effects in games can generally be broken down into 2 main tasks: | ||
− | # [https://en.wikipedia.org/wiki/Particle_system Particles] | + | # [https://en.wikipedia.org/wiki/Particle_system Particles] (Wikipedia) |
− | # [[Shaders]] | + | # [[Shaders]] (Polycount) |
== Particle Systems in Game Engines == | == Particle Systems in Game Engines == |
Latest revision as of 06:36, 16 June 2018
Special Effects artists use particles, decals, glows, blooms, etc. to create explosions, clouds, skies, water, etc.
Also called FX, SFX, Visual Effects, VFX and Real-Time VFX.
Special Effects in games can generally be broken down into 2 main tasks:
Particle Systems in Game Engines
- CryEngine: Particles
- Unity: The Particle System
- Unreal: Particle Systems
Links
- VFX for Games Explained - 80.lv by Francisco García-Obledo Ordóñez.
- Elementalist Lux: 10 Skins in 30 Megabytes by Riot Games Engineering explains how the VFX system is optimized for League of Legends.
- VFX for Games - Particle Effects (84MB zip) presentation delivered at SIGGRAPH 2012 by Crytek’s Sascha Herfort.
- VFX Artists subforum on Tech-Artists.Org
- imbueFX : VFX Training site for visual effects in games, by Bill Kladis. Site closed, but resources are still available: Youtube uploads, Vimeo uploads.
- FX Artist resources?
- Inside DICE: Adapting the Battlefield visuals for Close Quarters combat
- Rendering Wounds in Left 4 Dead 2 by Alex Vlachos of Valve Software, at GDC 2010