This post includes the vfx that I made to support Arcadegeddon's development. I was mostly involved with cosmetics and weapon skins, but having Niagara and Unreal material development skills meant that I get to help out with all kinds of stuff.
I made quite a few experimental animated cosmetic materials for Arcadegeddon. Here are my favorites that didn't make it into the final game.
I got to take some outsourced cosmetics to up a notch with an animated emissive material. The woven glow-wire sweater is my favorite.
I got to make some holographic cosmetics for Arcadegeddon using Unreal4's old Cascade particle system. The bats and the space rings were especially fun.
I made quite a few experimental animated cosmetic materials for Arcadegeddon. Here are my favorites that didn't make it into the game.
I made a customizable niagara system to create low-cost waves that were used throughout the Mystic Island level. This uses a custom mesh with a world-position effecting material that reads world position offset data from the niagara system.