
VFX artist


This Project Is what a finisher move would look like in a 3D Fighting game, taking a character and allowing them to display a massive sequence of actions to show a powerful attack.
By implementing my visual effects skills in Unreal Engine 5.4.4 , I created a cinematic including the entire Visual Effects Pipeline from existing animations and characters. I was able to be flexible with the assets borrowed online and use create VFX around them to bring the project forward.
Worked in the following during production:
- Creation of textures, Materials, Niagara Effects, Shaders for an optimized pipeline.
-Composition in lighting and cinematics
s.
Character Finisher:
Unreal Engine Animation Sequence







Aura Sphere
Creation of Projectile assets, Following Meshes with Smart Materials and Shaders.
Creation of Textures to animate within Niagara and Custom Material parameters.
Smart Materials with custom parameters with different shapes and speeds for cinematics.
Visual Effects implemented alongside camera and lightning for cinematics.
VFX and Cinematics:
Roberto Velasquez
Character Model:
"Stylized Female Character"
Vefects on FAB
Environment Assets:
"Valley of Guldur"
GreenBugGames on FAB

























Magical Summon
Background Beam
Explosion
Animation Sequence
Niagara System, distributed by rotating sprite assets/ aura emitters and particles
Base Sprite Material, Base for material instances with different sprites.
Base Sprite Material with dynamic parameters for noise in the image.
Niagara Systems, utilizing the same material and using custom parameters depending on the desired look.
Material parameters set to customize colors, noise texture, noise frequency, panners, blur and tex coordinates.
Setting tube to work in relation with camera angles, adding rings and particles to support the effect.
Niagara Emitter
Main explosion
Consisting of a mix of meshes utilizing Dynamic materials to mimic an explosion, particle spawns and animated textures.
Niagara Emitter of Flash before the explosion.
Niagara Emitter of Debri and Flames after the explosion.
Glowing Material with dynamic parameter to control the noise and erotion of the particle.
Explosion Material, setup with dynamic parameters to control the change from a bright flame to smoke and its visuals.
Distortion Wave material for the impact of the explosion.

Flame Material, setup with dynamic parameters to control the frequency and noise of the flame.

Niagara System, Build up with wind integrated.
Niagara System, Shooting animation with wind trails and projectiles.
Material used for the base noise of the sphere with parameter for noise texture and panners
Material used as a base for the Sphere, using a shader and fresnnel effect.
Material used for the electric effect in background.
Material used for light flare in the effect.
Projectile/ Mesh VFX Following Meshes with Smart Materials and shaders. Particle spawn referenced on one another and impact effects
Sprite Material VFX Following Sprites with Smart Materials and animations. Textures overlap each other for the style and aura effect supported by particles.
Mesh with Smart material VFX used as a base for background dash lines. Material uses a vast set of parameters to control the type of frequency and color.
VFX consisting of a mixture of meshes, animated sprites and particles with smart materials. main shape is represented with animated meshes and supported by animated sprites and particles.