Conjuring Feedbacks: Creating Gameplay Special Effects

Hey there! My name’s Andriana and I’m part of the VFX team here at Hanakai. You’ve already learned a little about our job through Pierre’s article a few months back (if you haven’t read it yet, you might want to begin there). But as he mostly talked about skills-related effects, that is to say VFX that appear when a character launch a skill, we thought it’s be interesting for you to discover another aspect of our work : Gameplay VFX!

Gameplay VFX are those you see outside of cutscenes : buffs and debuffs, Mana and condition Squares, affinities…

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Materialising the magic: the Craft of Special Effects

Hi there! My name is Pierre and I am one of the VFX Artists currently working on Prodigy. Basically, my job is to create Visual Effects (VFX) for the game, like some people do in the movie industry, but in real-time. Because we’re using 3D engines to make video games, everything you create must be both pretty looking AND optimized for real-time rendering. So, for every abilities that a character uses, I must create a variety of different assets and combine them to create magic!

To show you some concrete example, I’ll mainly be using the same action that Alban did in his own article, that is to say Siren’s counter attack. But first, let’s talk about what my job encompasses and what tools I use.

No magic wand needed

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