Eleven systems
one pipeline
Each entry below is optimized for real-time and demonstrated in real gameplay scenarios. Click anchors in the URL to deep-link to a specific system.
Pyro Flipbook & Custom Firing Logic
First person shooter level demonstrating firing logic, multiple chaos circumstances, high-quality layered explosion FX.
- Pyro flipbook, shockwave, projectile, Niagara debri, and animated decal
- Custom firing logic on multiple different materials and fracture types
- Camera shake and distance based knockback
Destructible Village HDA
A Houdini Digital Asset that converts custom Blender-modeled building parts into runtime-swappable instances; uses I-system point clouds in Houdini for building creation.
- Author-time toggle between static and destructible variants
- Pre-fractured GC instances with seeded variation per building
- Simple HDA modeling system for accessible variant houses
Lightning Combat System
An advanced lightning combat framework with distance and rotation targeting, cinematic art direction, and physics-reactive satisfying sparks. Click here for a tech breakdown!
- Procedural surface and mesh detection for realistic style lightning in Unreal Niagara
- Designer-tunable arc count, sag, jitter, bloom, emissive, and metallic values.
- Hit-reactive sparks, shockwave, and ragdoll electrocution.
Skeletal Mesh Slicing + Sword Trail
- Real-time blood fx via Houdini fluid VATs/ Niagara, Per hit evolving character blood material, and surface detection for bloody footprints
- Realistic ragdoll knockback based on swords path per severed limb
Telekinetic Force Push
A kinetic shove of pure intent — global post process warps on cast, a projectile smoke trail rides the player's forward vector, and refraction blooms on impact before subtle wispy wind wraps the player.
- Global post process settings shift on push for a punchy cast-time response
- Projectile smoke emitter travels along the player's forward vector on event
- Refraction Niagara interaction triggered at hit event for impact distortion
- Subtle wispy windy wrap around the player after the refraction system dies
Laser Boss
A boss-style laser system driven by a low-poly optimized Houdini geometry cache and a custom Unreal laser material, with search/detect/intensify states that interpret the player's rotation and location in real time.
- Low-poly optimized geometry cache from Houdini paired with a custom Unreal laser material
- Line traces for ground sparks, smoke, and laser kickup along the beam path
- Sphere trace during fire only — targets the player pawn for hit detection
- Search, detection, and change-of-intensity logic driven by player rotation and location
Disintegration FX
GPU-optimized dissolve-on-death particle system pushing 100,000+ particles at a stable 90 FPS, with custom Niagara scratch-pad masking and in-Niagara mesh reproduction that reacts to in-world velocities.
- 100,000+ GPU particles with custom scratch-pad Niagara mask and in-Niagara mesh reproduction
- Velocity-reactive: dissolve responds to in-world character and impact velocities
- Blueprint-driven material opacity ramp during dissolve for a cleaner hand-off
- Easily scalable particle and mesh counts to dial performance vs. visual fidelity
Invisibility Cloak FX
Performant character invisibility cloak material
- Material overlay with a multi-use easily scalable material
- High quality refraction with edge gradient opacity
Lumen Lite and FSSS Local Fog
120 FPS level demo with GPU-fixed floating particles, Fog Screen Space Scattering for realistic bloom, and Lumen Lite for cross-platform performance.
- Fog Screen Space Scattering (FSSS) for realistic bloom through the volume
- Lumen Lite for cross-platform performance, easily profiled for different hardware
- GPU-fixed floating particles for stable motion without CPU cost
Custom Rain Cycle
Full rain weather pipeline with surface-aware splashes, puddle accumulation and drying logic.
- World position offset puddles driven by precipitation buffer
- Per-material wetness map updates over time
- Niagara splash particles spawn from raycast surface samples
Real-Time Displacement Snow
Tessellated snow ground for real-time realistic snow trail displacement based on character movement
- Render target carving via orthographic capture, Runtime Virtual Height Map displacement
- Tessellation falloff / build up for smooth-to-sharp trail edges
- Particle kickup and powder shading on disturb, realistic angle dynamic snow surface sparkle










