• Illustration,  RTVFX


    Part of making a mission special for Super Hero Squad Online was designing the look and feel of gimmicks. The level designers would come up with this great idea – something they wanted to inflict on the players or something they wanted players to interact with. This is an example of something we were coming up with for our one of our Asgard missions.

    The idea was that the player pushed a button, which enabled these runes to transform the great big enemies into mini one-shot enemies.

    My art director liked the bottom-left most idea.

    And here’s what it looks like in game!

  • Illustration,  RTVFX

    Ambiguous Powers

    Working on special effects for super heroes is a lot of fun. Especially super heroes with such a rich history like those in the Marvel universe. If I was ever unsure about how to pull off a character, I had an amazing library of references – comic books, cartoons, movies, video games. The downside being that I had too many pieces of reference – and they often contradicted each other.

    Here’s a little mock up I did for Firestar – who has “microwave” powers. Not quite fire, not quite solar, not quite cosmic. All of these were capped in Unity, by the way. Occasionally, I’ll do mock ups in Photoshop, but effects aren’t solely dependent upon their color and shape.  Animation is a huge part of it – size, brightness, flicker, rotation, and even a sequence of shapes to describe “powering up” before the big blast, and a “cool down.” So, what I tended to do, was create a few options, cap my favorites, shoot them to my art director, and he’d help me narrow it down from there.

    The references I gathered were from comics and television shows – and I ultimately went with a combination of the above comps.

    Here’s some gameplay footage of Firestar captured by MrGamesRus:

    Subscribe to his channel if you’d like to see more footage from SHSO! Or you could go play for free đŸ™‚


    Blue Fire

    A while back, I was asked to make some blue fire for Asgard. So, I animated a quick 12 frame loop of a little plume in Photoshop.

    Then I separated it out on one map to import into Unity.

    Once in Unity, I added more particles and gave it a ranged lifetime for some variation. Here’s what that looks like: