Battle Boss Vel'koz VFX Concept

Page 1

2
3 Section Title Page # Section Title Page # Title and Contents 1 Colour and Scale 18 Initial Research 4 VFX Updates 19 Research Analysis 6 Technical Achievement 24 Skin Research 10 Feedback 26 Concept 12 Final 30 Blockout 13 Extension 31

When researching different options, the most enticing idea came from the two games created and published by Riot Games, VALORANT and League of Legends. I thought of these as they both include abilities which rely heavily on visual effects, and it would be easy to recreate some of these in Unreal Engine. After some further deliberation, I decided to create a set of Visual Effects for League of Legends.

Home | Riot Games

4

Vel'Koz, the Eye of the Void - League of Legends

Xerath, the Magus Ascendant - League of Legends

5

Ball (flash) of light

Emissive sparks

Darker, faded sparks

Bright light/star

Spherical shape

Large edge glow

Dark and light sparks

Flame-like trail

Long trail outline

Dark trail centre

Soft edge glow

Each LoL Champion has 4 abilities, I will be labelling them Q, W, E and R, as is their default key binds in game. I will also be colour coding all of my analysis with the colour of the circled element corresponding to the coloured bullet point

projectile , and the

Bright, quick, impact spark

Bright light flash

Feint sun rays and outer ring

Bright centre

Spherical panning material

Multiple layers of outer glow

Dark spray, fades outwards

Feint trail

Second glow outline

Duplicated on other side

Circle Expand

6
3
7 in front 2

Research Analysis - E 8

Same projectile

) Void sprites explode outwards

Upwards lights appear, and more towards centre, then dissolve

Floor becomes more visible quickly

Ground cracks appear when explosion ends

Research Analysis - R

Bright shine at each point

Curved plane

Electric beams with a light glow

More condensed electricity

Sprites swirl around beam with trail

Edge Glow

Centre beam

Beam grows larger and brighter

Dome model with panning material

Hand-drawn electric crackles

Darker panning material

Impact gets brighter and larger over time

Slight glow

Laser trail burn

s
9

Skin Research 10

Base Skin

’koz skins, I had the idea to create a skin for Vel’Koz that would be based off of a pre-existing skin line that other Champions already have. This will give me some strong references and ideas to help with the development process. There are around 200 different skin sets in League of Legends, so applying an existing one to Vel'Koz would not be a difficult task, but as Vel’Koz uses very bright colours and sticks to a general theme using lasers and other dimensions, I would not want to pick a skin line that is very grounded in reality like Academy skins for example.

Red-Laser Drone Skin

Golden God-like/Heavenly Skin

Another issue with some LoL skins is that only premium skins actually change the effects and colours of Champions’ abilities. For example, the Academy skins only change the look/clothes of the Champions, whereas the Pool Party skins give all abilities a water theme/aesthetic.

Disguise Skin (Same VFX as original)

Fire/Lava Skin

Dark Purple Ice Skin

Skin Research

The Arcade skins have a very unique style that is not present in any existing Vel’Koz skins, while still giving me a range of creative choices. I analysed some examples to show what elements these skins contain.

11
P

Concept

I created a rough concept of the style and ideas I have about the effects I will be producing. The aim of this concept was to give myself a starting point to help blockout the main assets in Unreal.

The idea behind these concepts was to give a retro vibe, and a digital dimension that this Vel’Koz skin would open with their abilities. During development, I will be making these effects more pixelated as shown in the references, at the time of this draw-over I did not have access to the correct software. During this time I also looked into other references outside of LoL.

12

Begin Blockout

All of these blockouts will begin as basic sprites and shapes, in some cases I do too much development by changing sprite colours and shapes, this is a habit I am trying to break as allowing myself to blockout all systems at once will this will greatly improve my planning and development process, as well as giving me the opportunity to change tasks once this section becomes too monotonous, to help avoid a loss in motivation.

13

Blockout - Q

Light Blue Arrows indicate the direction of motion of an asset/system

Hot Pink Arrows indicate the change in state of an asset/system

Beige Arrows indicate the order of development between screenshots

A single sprite with a forward velocity

A small burst of sprites to signify the launch

A second small burst to signify the death of the first projectile and the creation of the second and third projectiles.

14

Blockout - W

Light Blue Arrows indicate the direction of motion of an asset/system

Hot Pink Arrows indicate the change in state of an asset/system

Beige Arrows indicate the order of development between screenshots

15

Light Blue Arrows indicate the direction of motion of an asset/system

Hot Pink Arrows indicate the change in state of an asset/system

Blockout - E 16

Beige Arrows indicate the order of development between screenshots

I will be changing the model later to a version without the bottom (or “cap”) does not also pan along the bottom.

Light Blue Arrows indicate the direction of motion of an asset/system

Hot Pink Arrows indicate the change in state of an asset/system

Blockout - R 17

Beige Arrows indicate the order of development between screenshots

Colouring and Scaling

The next task was to decide on a colour scheme and make sure all of the abilities were scaled correctly in relation to each other. I changed some of the original blockouts as I wasn ’t happy with the design and I felt that they were too simplistic.

Changed the moving sprite to a rotating cube that explodes into two more rotating cubes

Changed the large horizontal sprite to multiple smaller sprites rising upwards.

Turned the 4 outward sprites into multiple cubes, Changed the colours to Black and Green

Turned all of the colours to Green with a high intensity.

18

Map Update

I then decided to import a remake of the League of Legends map “Summoners Rift” off of Sketchfab, this model was listed for educational purposes, and as I believe my usage fits under fair use, I will be including it in my project

The imported map is very dark, I was able to bulk edit all of the textures used and change their brightness to 5.

Some of the map materials require opacity, so I will be coming back to change this later

19

Updated - Q

Launch

Vibrant green and black sprites burst out fast but die quick.

Faded Green sprites are slower, have more drag but last longer.

Projectile

Full Effect

Cube rotating randomly while travelling forwards with a trail.

Square sprites, digital zeros, and pixel ring trail from the Cube. All scale down in size, with the square sprites fading to black

Second Projectile

Similar to first projectile with a smaller trail and less overall sprites

Effect duplicated to other side. Cubes disappear and trail fades out

Impact

Square sprite explosion, attracted back to the centre to highlight power. Second explosion with vertical sprites, including digital zeros. Pixel ring scale outwards.

20

Launch

Launch

Sprite unmasked on the floor using material dynamic parameters.

Full Effect

The sprite then changes material and increases intensity.

Square and zero sprites explode upwards

21
Updated - W

Launch Impact

Square sprites burst outwards from origin point. Cube moves towards point of impact with a trail.

Full Effect

Pixel circle expands with grid centre until it reaches the outer circle

When cube gets to the centre, the effect explodes. Sprites and Cubes burst outwards with trail

22
Updated - E

Updated - R

Full Effect

Power

3 Starting points with rising sprites and scaling ring.

Beam coming off of each point meeting at the contact point

Point attraction force pulling sprites from start points with curl noise

Beam

Bright beam with panning faded outer beam. Cubes rotate randomly around beam towards impact point with short trail.

Point attraction sprites move towards impact point. Square sprites move away from beam.

Impact

Cubes explode square sprites on impact.

Sprites fly away from impact point in dome shape to portray enemy being hit

23

Technical Achievement

When creating the origin points for the beams on the R Ability, I had to duplicate the same emitter 4 times to have them in the correct places for each beam.

Before After

I created an array of positions and multiplied the spawn rate by 4, so the particles will be evenly spread out between the 4 selected locations without needing 6 extra emitters.

24

Technical Achievement

To mask out the floor texture on the W ability, I created a vertical mask that faded from 1 at the top to 0 at the bottom, which I then used a step function on to change from a fade to a direct value.

With this dynamic parameter controlling the mask, I was able to take this into Niagara and have it scale upwards from 0 to 1 over the lifetime of the emitter.

25

Optimisation

After creating the video I realised that I could optimize the abilities further so these are the before and afters of the W, E and R Ability optimizations.

W Changes Before After

E Changes

R Changes Before After Before After

26

What Went Well

The main aspect that went well with my project was the research and analysis of my references. Doing this allowed me to accurately focus on the design I was wanting to replicate and gave me a strong starting point, giving me plenty of time to experiment with details and materials.

I also think that the design and creation process of the Q ability went well as I am happy with the way it turned out. The final design is very close to my original concept, and also follows some of the champions original VFX principles and ideas.

27

Possible Improvements

A standout improvement that can be made within my project is the W ability VFX. I am not too confident with the final product and I really struggled to come up with an idea for the pattern/texture on the floor. If I had time to recreate this ability, I would like to add some depth to the effect as it felt very flat and basic.

Another improvement that could have possibly been made on my project is the colour scheme. I am happy with the black and green scheme from existing skins in the game and the style of the old digital/matrix vibe, but I think the effects include too much green and not enough variation, so I would have liked to look into additional colour schemes

28

Industry Feedback

I decided to send my project to some industry professionals in the hopes that I can gather some helpful feedback and work on this for the Grads in Games: Search for a Star competition, as I am not confident I will hear back from these VFX artists in time for the project submission.

I have asked both of these industry professionals for feedback on earlier projects and also with general tips for achieving a role in the industry. Both artists have a key significance in this project, as Jason was previously a Senior VFX Artist at Riot Games, the AAA Games Studio that created League of Legends, and has personally worked on hundreds of champions and their thousands of skins. Whereas Guillaume (Golembok) is currently a VFX Artist at Cloud Imperium Games, a company that currently supports Grads in Games and their Search for a Star competitions.

29

Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.