Loot Chest
Darkness Azoth Staff
New World: Gameplay VFX
Gameplay VFX are fun to work on because they have to serve a specific purpose. Here’s some examples of that. These are fun to do while sometimes complicated.
Quest Object: During Beta tests, I was requested to make this due to players having a hard time finding quest items. They wanted it to be very apparent and something that could be placed in any quest objects. So I made a volumized sphere like VFX to hold whatever quest item designers wanted to put in and gave it Azoth flavor. The LODs on these are heavily edited so it’s brighter when you’re further away and gets more subtle as you approach the item to not blow out player’s screen.
Loot Chest: When our game started to convert to MMO, this type of visuals were needed. I love looting in game so I wanted to make something that looks cool but isn’t too much since you’ll be gathering all the time. I really wanted to do things with vector fields but we don’t have that type of support yet on our engine so trails were the only way to go. I love trailing particles so I didn’t mind.
Darkness Azoth Staff: The idea was the Azoth energy (blueish energy you see in trailers and game) cleanses the corruption away. So I made some very erratic looking azoth since you need something violent to clean something like the corruption off. Then once Azoth wins, the portal or whatever Darkness breach you’re playing gets destroyed. For this I had to pitch and get engineers to help create a timeline editor system to trigger all these events which we didn’t have at the time. It was pretty brutal but in the end, we have a tool that can trigger things off at the right time and be edited like the software Premiere.
All media are from the game New World and Amazon Game Studios owns all the rights. For more about the game: http://www.newworld.com