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Marvel's Deadpool VR: Explosions, Blood and Combat

Explosion VFX made in UE4 using niagara and Houdini. For VR performance reasons (as little overdraw as possible) our FX had to be as opaque as possible. Meshes and Houdini VATs (like used for the main explosion sphere) were an excellent solution for us.

Video of more uses of the explosions including video of a meshed opaque Houdini smoke sim we used for bigger explosion smoke clouds.

Blood VFX made in UE4 using niagara and Houdini. Meshed VAT blood simulations both gave us the depth we needed in VR (as opposed to flat sprites) as well as helped prevent performance issues from overdraw. Also utilized a material with faked specular.

Video of the blood fx in context.

Created all of the VFX involved for the grapple gun (the grapple points, fx on the gun and the line). All in UE4 materials, Maya and substance designer. Creating a scaling grapple line in this sci-fi comic style was a fun challenge.

Created this VR performant RGB offset material in UE4 for these combat tell and block fx. Helped make the fx stand out but still tie into our stylized comic book style. Textures made in substance designer.

Dark magic kunai vfx made for The Hand enemies. Used Niagara, Houdini, UE4 Materials and Substance Designer.