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Summary

This lightning orb effect was my first fully completed VFX project and served as my gateway into the world of Technical Art. It combines Unity’s Particle System, Shader Graph, and Substance Designer to create a powerful visual of energy striking the ground, followed by a cracking impact.

Process

I began by finding references from other games, and one that stood out was the Frozen Orb spell effect from World of Warcraft. The effect features a glowing orb as its core element, surrounded by layers of other particles, which served as the foundation for my own VFX breakdown and recreation.

Then, I started learning and experimenting with Unity’s Particle System and gradually realized that even a simple orb required multiple layers of particle systems to achieve a cohesive and appealing look.

 

By combining and refining several separate effects, I was finally able to create a visually satisfying lightning orb.

Encouraged by my school instructor, I decided to add an explosion. To ensure it looked smooth, I learned that “Timing” is crucial, especially in explosive effects where the player must feel the sense of power.

 

Typically, it’s divided into three stages: anticipation, climax, and dissipation. I followed these three stages to gradually build the effect.

In the anticipation stage, I want to let the player know that an explosion is about to happen here. Therefore, I created a visual effect of energy contracting after the orb's duration ends.

The climax is the actual explosion, where there needs to be a visual sense of sudden bursting. Most of the effect contrasts with the anticipation phase. The difference is the addition of an impact effect and a shockwave in the center.

The dissipation part is right after the explosion, so there needs to be a residual effect to further emphasize the power of the explosion. Here, I chose to create a crack on the ground, with a duration slightly longer than the previous effects.

Finally, to further enhance the overall presentation, I recreated the shockwave and ground crack textures using Substance Designer. Compared to hand-painted textures, procedural textures provided far greater control and consistency for me.

VFX Reference Breakdown - Oct 2024

Create the Lightning Orb - Oct 2024

Anticipation Phase - Nov 2024

Climax Phase - Nov 2024

Dissipation Phase - Nov 2024

Texture Recreate in Substance Designer - Nov 2024

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