- ROLES:
- / VFX
- TOOLS:
- / Unreal Engine 5
- / EmberGen
- / Blender
Throughout the game project I got to work and focus on the real-time FX. Effects such as muzzle flashes, explosions, flamethrower, blood splashes, etc.
My primary goal for this project was to make some stuff that I would consider portfolio-ready, and I feel like I made some assets that really reflect that. Especially the explosion and the rifle muzzle flash, those were the ones that I’m the most proud of!
Even though we didn’t have as much time during this project as GP3, it still feels like I got a lot done. This team was fantastic to work with, and even included some awesome team members I’ve collaborated with prior to this (two of whom I’ve won an SGA award with).
TEAM:
Alexander Granskog – Level Design, Art Direction, Shader, Lighting, Narrative
Alexander Gylemo – Gameplay & Combat Design, Scrum Master, Sound & Music Direction, QA
Isabelle Höljer-Heiskanen – System Design, Product Owner
Philip Jensen – Level Design, Destruction, Set Dressing, Environmental Tech
Mohammed Diab – Gameplay Programmer
Christopher Jimerson – AI, Lead Programmer
Ilyas Kaya – System & Tools Programmer
Leou Xia – System Programmer
David Hult – VFX
Jovan Ivanovic – Additional animation
Filip Bark – Composer
Jonathan Selander – Composer
Joel Sjöström – Composer
Andreas Eklind – Sound Designer