This portal visual effect uses a mixture of GPU sprites, a mesh renderer with a masked material to make it circular, and a sub UV animation for the flames around the edges.
The flamethrower visual effect uses a color scale for the flames to change color based on their age before dying to give the appearance of realistic flames. I layered a flame sub UV animation with a smoke sub UV to give it a more realistic and dynamic look. A translucent texture with aother sub UV animation give the appearance of some heat distortion rising from the flames. Lastly, the small embers shooting off to the sides and burning out add an extra flare (pun intended) to pull everything together.
This is a dripping water effect that I created to add some ambience to some promotional scenes for a Shadows of Dawn. The droplets feature a custom water shader I created in UE5's material editor. The particle effect spawns within a plane that has exposed user parameters for sizing and the amount of droplets to spawn per second. These parameters give an Environment Artist the ability to reuse the effect as much as needed while controlling the visual repetition. Additionally, the droplets use a collision notification to kill the particles and spawn a splash emitter. The splash is a subUV texture that varies in size and stays true to the impact location of the droplet that triggered its spawn. Lastly, using a dot product formula on a custom scratch pad I was able to update the orientation of the splash effects to adjust for the slpoe of the terrain that it triggers on.
An ambient dust effect that can help with scene polish. I used some nearly still, lingering particles along with some that have some more turbulence to them to give the appearance that they're moving in the wind. The particles use a mask to soften the edges and give them some translucency. On top of that I added a minor fog emitter to help catch and refract the lighting in it's environment. I gave this some exposed parameters for scaling and randomness seed so that the Environment Artists were able to size it more easily.
This explosion effect compiles multiple emitters to give a dynamic appearance. First I used a large flamesub UV animation that grows as it rises to the upward before fizzling out into a dark smoke (also a sub UV animation) that lingers in the air before slowly dissipating. Additionally I used a smoke sub UV texture and spawned it in the shape of a torus that expands from the source of the explosion to give an outward burst appearance. I added some sparks bursting from the source as well and gave them some collision so that they'd realistically skip across the terrain around the explosion. Lastly, I added some larger versions of the sparks to give the appearance of shrapnel flying through the air. This emitter communicates with a smoke emitter as well so that they leave a smoke trail as the fly through the air.


For the waterfall visual effect is used multiple mesh renderers layered on top of one another. Each have a panning material with public variables for easy customization. To supplement the visuals I added a flowing water texture with dynamic parameters to adjust the panning and refraction values and simulate the flowing foam at the break where the water starts to fall. Additionally, I added splashes at the top and bottom using a sub-UV animation.
For the rainfall effect, I simply used three emitters one elongated sprite with a translucent material applied with dynamic parameters to easily customize the fresnel effects as well as the refraction values. The second emitter is a sub-UV texture of splashes giving a smooth fade-in and out as the raindrops hit the ground, these spawn based off the collision detection from the falling rain emitter. Attached to the splashes is a ripple texture giving the appearance that the rain is hitting a wet surface. These ripples as well as the splashes have a custom module that I made attached so that they reorient themselves based on the slope of the terrain that they're spawned on.
These are some simple projectile impact effects that I created for a First Person Shooter project. Each effect is called when the projectile collides with a certain material in the world. In this example (from left to right) you can see the impacts of dirt, metal, and rock or stone.
This is a blood spatter effect that I created for Shadows of Dawn. I used some similar emitters that I created for the projectile impacts seen above.
This is a simple dandelion texture with an transparent background that I used to create an effect that gives the appearance of dandelions floating in the breeze.