X 1604 · Y 0188
N · 0008
SHEET · WORK_08REV.A
/ Work · 01–12

Eleven systems
one pipeline

NOTE_01
REF · README

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.

01 · fps
Gameplay · Explosions
SYS_01

Pyro Flipbook & Custom Firing Logic

First person shooter level demonstrating firing logic, multiple chaos circumstances, high-quality layered explosion FX.

NiagaraChaosMaster field Force
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02 · destruction
Procedural · Chaos GC · 90 FPS
SYS_02

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.

Houdini HDAChaos GCBlenderEditor Utility
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03 · lightning
Gameplay · Niagara · Houdini Decal
SYS_03

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.
NiagaraBlueprintsMaterial GraphGameplay Ability System
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04 · slicing
Runtime Geometry · Chaos
SYS_04

Skeletal Mesh Slicing + Sword Trail

Frame-perfect, weapon-trajectory aware slicing of skeletal meshes with pose/location matching logic and physics handoff.

  • 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
BlueprintsChaosSkeletal Mesh APIBlender
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05 · telekinesis
Gameplay · Niagara · Post Process
SYS_05

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
NiagaraMaterial GraphBlueprintsPost Process
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06 · laser-boss
Boss · Geo Cache · Traces
WIP
SYS_06

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
Houdini Geo CacheMaterial GraphBlueprintsNiagara
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07 · disintegration
Niagara · GPU · 90 FPS
SYS_07

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
Niagara GPUScratch PadMaterial GraphBlueprints
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08 · cloak
SYS_08

Invisibility Cloak FX

Performant character invisibility cloak material

  • Material overlay with a multi-use easily scalable material
  • High quality refraction with edge gradient opacity
Material EditorUnreal 5.7Anim BP
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09 · lumen-fog
Fog · Lumen · 120 FPS
SYS_09

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
Material GraphLumen LiteNiagara GPUFSSS
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10 · rain
Environment · Splash & Puddle
SYS_10

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
NiagaraMaterial LayersRender Targets
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11 · snow
Environment · Mesh Carving
SYS_11

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
NiagaraRVHM Render Targets

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