These are fire, smoke, water splashes and dust impacts I created for Marvel's Deadpool VR.
We took a stylized, mesh based approach to overcome the issue of overdraw being a bigger performance issue than poly-count. This also tied into the overall fun, comic book style of the game.
For fire especially, being opaque and mesh-based was a challenge. For the small fire seen in the video clip, I used a smoke sim in Houdini that I then meshed as if it were a fluid. This combined with a custom material I made in Unreal to give it a fake interior, comic-like glow helped sell the opaque mesh fires.
Created all fire and smoke VFX assets seen here.
Created all VFX assets seen here in this water splash.
Created all VFX assets seen here in this dust impact.