Guy Cockrum | Game Designer
  • About Me
    • Level Design
    • Game Design
    • System Design
  • Projects
    • Mowin' & Throwin' (UE4)
    • Gravitas (UE4)
    • Space Command (UE4)
    • Bootleg Bandits (Creation Kit)
  • Resume
  • About Me
    • Level Design
    • Game Design
    • System Design
  • Projects
    • Mowin' & Throwin' (UE4)
    • Gravitas (UE4)
    • Space Command (UE4)
    • Bootleg Bandits (Creation Kit)
  • Resume

Particle Work

Since the gravity field is our game's main mechanic its effects needed to be interesting and functional. Although the gravity field is aesthetically pleasing, it also works to communicate to the player which direction the gravity is pulling. The gravity field's effects are made of a tube that has a dynamic material (made by an artist), which creates the wispy spiral effects. The particle streaks in the center of the tube help communicate direction as well as add to the aesthetic style of gravity field. 

via Gfycat

​I wrote a function on the game character's blueprint that changes the camera's post processing when the player enters a gravity field. This adds a little immersion to the gravity field making it seem like it effects the player character's vision. 








​Click the images below to read more about the blueprints. 
These subtle exhaust vents add a little bit of movement to the static space station. I designed the particle effects and attached them to the vent model the artists created via blueprint. This allowed artists and level designers to snap the particles and vents to the rest of the tile-able vent set. 

via Gfycat

Picture

via Gfycat

The entrance of the gallery has an airlock that attaches to the pupil pod. This particle effect adds to the immersion of the decompression sequence as the pressure between the pupil pod and lobby are equalized. 
The laser is a bright emissive hazard color red / orange to indicate danger. The spark at the end of the laser indicates what the laser is hitting. Initially, the laser was a beam particle emitter, but was changed to a mesh with an emissive ​material due to performance reasons. 
Picture

via Gfycat

Two different sprite particle systems quickly render on top of each other to create the two unique nebula that float around in the solar system that Gravitas takes place. To create the nebula effect, I forced the particles to spawn extremely fast until the nebula is formed from the sprites. The sprites rotate and fade over a long period of time to make the nebula's look like they are subtly moving. 
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