The trailer I produced for the launch of the game on Itch.io
The drift smoke FX uses two shuriken particle systems. One that emmits stretched billbords on a limited angle for the sparks and another for the smoke (using a texture sheet animation simulated in Embergen).
The main explosion is composed of: A point light, a particle system for the sparks and a particle system that emits smoke + trails.
The respawn FX uses a custom shader (made using shadergraph) and a cylindrical particle system controlled by a C# script. The effect orginally used alpha effects but sorting problems in the URP forced us to make it solid...
Respawn ShaderGraph
Showtime!
Mad Wheels was the final project presented for my technical art formation that ended this July. I was tasked with the VFX and the rendering part of the project (including the illumination of the levels and postprocessing).
https://madwheel.itch.io/madwheels
A shout-out to my fellow artists & peers Elena Sabaté and Joan (Sierra). Thank you so much for choosing me for this project, I had a really good time with you!
Elena's Artstation profile: https://www.artstation.com/elesadraw
Sierra's Artstation profile: https://www.artstation.com/seierrart
We were planning on using the VFX graph in our game but I couldn't guarantee that it would display on mobile platforms and older hardware, also, the VFX graph cannot read some ingame inputs and collisions so it was not a good idea in the first place the use of GPU particles.