Fire looped niagara system created and rendered in Embergen. Alpha atlas also created in same software.
Implemented into Unreal Engine 4 with adjustable color parameter.

A toony water shader in Unreal Engine 4. It has adjustable parameters available in material instance.
Depending on how "deep" a model is under the plane with the water shader, it will appear darker, as if it was deeper under water.
It also has small refraction using normal in order to simulate wobbly water reflections.
Textures by Dean Ashford
Depending on how "deep" a model is under the plane with the water shader, it will appear darker, as if it was deeper under water.
It also has small refraction using normal in order to simulate wobbly water reflections.
Textures by Dean Ashford

Mathematically generated shader based on texture coordinates and subtraction of colour, making a simple shape with parameters only. Lightweight, easy to use for artists and usable in instances with tweakable parameters.
Designed for generating a confetti like particle system
Designed for generating a confetti like particle system
Under the node system, examples of different shapes and colors generated with the shader in an instance just by tweaking parameters.
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Magic particle hit created and rendered in Embergen with usage of official Embergen guides.
Atlas generated in the same software
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Cracked Ice shader created in Unity with usage of Shader Graph and HLSL and customisable amount of samples so it can work in both: AAA and mobile games. .
The texture is hand painted.
It can be used with any other high contrast texture.
The texture is hand painted.
It can be used with any other high contrast texture.
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Handpainted texture

Shader Graph
I Made the same shader with tweakable parameters in Unreal Engine 4




Fire Atlas created from scratch in After effects, implemented with Unreal Engine 4 and Unity, fully looped
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Particle system created with the classic and Niagara particle systems.
Fireflies are added as a particle spawner, responsive in distance.
Summoning circle is fully customisable, alphas were handpainted in photoshop and vectored in illustrator.
Spawning of the circle is fully scripted.
It is non stackable, and works only when the character is standing on the ground, ↓blocking accidental use while jumping or swimming. ↓
Fireflies are added as a particle spawner, responsive in distance.
Summoning circle is fully customisable, alphas were handpainted in photoshop and vectored in illustrator.
Spawning of the circle is fully scripted.
It is non stackable, and works only when the character is standing on the ground, ↓blocking accidental use while jumping or swimming. ↓

handmade alpha

handmade alpha

handmade alpha
Tillable ocean created with Maya's Bifrost BOSS plugin